void SyphonBasicApp::setup()
{
	try {
		mLogo = gl::Texture::create( loadImage( loadAsset("cinder_logo_alpha.png") ) );
	}
	catch( ... ) {
		std::cout << "unable to load the texture file!" << std::endl;
	}
	
	try {
		mShader = gl::GlslProg::create( loadAsset("passThru_vert.glsl"), loadAsset("gaussianBlur_frag.glsl") );
	}
	catch( gl::GlslProgCompileExc &exc ) {
		std::cout << "Shader compile error: " << std::endl;
		std::cout << exc.what();
	}
	catch( ... ) {
		std::cout << "Unable to load shader" << std::endl;
	}
	
	mAngle = 0.0f;
	
	mScreenSyphon.setName("Screen Output"); // set a name for each item to be published
	mTextureSyphon.setName("Texture Output");
	
	mClientSyphon.setup();
    
	// in order for this to work, you must run simple server which is a syphon test application
    // feel free to change the app and server name for your specific case
    mClientSyphon.set("", "Simple Server");
    
    mClientSyphon.bind();
}
Exemple #2
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void MilluminApp::setup()
{
	listener.setup(5001);
	host = "127.0.0.1";
	port = 5000;
	sender.setup(host, port);
    
    
	mTex = gl::Texture(200, 100); //create our texture to publish
	mSurface = Surface8u(200, 100, false); //create a surface to manipulate
	randomizeSurface(&mSurface); //randomize our surface
	mTex.update(mSurface); //tell the texture about our changes
	
	archimedes.set(100.f, 0.6f); //set up and calculate our spiral
	archimedes.calc();
	mRot = 0.f;
	
	mScreenSyphon.setName("Cinder Screen"); // set a name for each item to be published
	mTextureSyphon.setName("Cinder Texture");
	
	mClientSyphon.setup();
    
	// in order for this to work, you must run simple server from the testapps directory
	// any other syphon item you create would work as well, just change the name
    mClientSyphon.setApplicationName("Simple Server");
    mClientSyphon.setServerName("");
	
	mClientSyphon.bind();
}
void AwesomeSilkApp::setup()
{
    setWindowPos(Vec2i(100,200));
	// set Awesomium logging to verbose
	Awesomium::WebConfig cnf;
	cnf.log_level = Awesomium::kLogLevel_Verbose;
#if defined( CINDER_MAC )
	std::string frameworkPath = ( getAppPath() / "Contents" / "MacOS" ).string();
	cnf.package_path = Awesomium::WebString::CreateFromUTF8( frameworkPath.c_str(), frameworkPath.size() );
#endif
    
	// initialize the Awesomium web engine
	mWebCorePtr = Awesomium::WebCore::Initialize( cnf );
    
	// create a webview
	mWebViewPtr = mWebCorePtr->CreateWebView( getWindowWidth(), getWindowHeight() );
	mWebViewPtr->LoadURL( Awesomium::WebURL( Awesomium::WSLit( "http://localhost/~vgusev/silk/silk/WebContent/silk.html" ) ) );
	mWebViewPtr->Focus();
    
	// load and create a "loading" icon
	try { mLoadingTexture = gl::Texture( loadImage( loadAsset( "loading.png" ) ) ); }
	catch( const std::exception &e ) { console() << "Error loading asset: " << e.what() << std::endl; }
    
    DialogWebViewListener *listener = new DialogWebViewListener();
    mWebViewPtr->set_dialog_listener(listener);
    
    mTextureSyphon.setName("Cinder Texture");
    useSyphon = false;
}
Exemple #4
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void BBPulseApp::setup()
{
    mFrequency = 440.0f;
    mPhase = 0.0f;
    mPhaseAdd = 0.0f;
    
    mModFrequency = 0.0f;
    mModPhase = 0.0f;
    mModPhaseAdd = 0.0f;
    
    audio::Output::play( audio::createCallback( this, &BBPulseApp::audioCallback ) );
    
    mDelay = 200;
    mMix = 0.2f;
    mFeedback = 0.3f;
    
    mDelaySize = mDelay * 44.1f;
    for( int i=0; i<mDelaySize; i++ ){
        mDelayLine.push_back( 0.0f );
    }
    mDelayIndex = 0;
    
    BBPulseSyphon.setName("BBSyphon Screen");
    
}
void ardroneApp::setup()
{
    setupMovie();
    
    mSyphonServer.setName("ffmpeg-to-syphon");
    getWindow()->setTitle("eight_io: ffmpeg-to-syphon");

    renderFbo = gl::Fbo( getWindowWidth(), getWindowHeight() );

}
void ardroneApp::setup()
{
    setupMovie();
    
    mSyphonServer.setName("ffmpeg-to-syphon");
    getWindow()->setTitle("eight_io: ffmpeg-to-syphon");

    renderFbo = gl::Fbo( getWindowWidth(), getWindowHeight() );
    
    drone.connect();
    
    // setup command history lengths for debugging and dumping onscreen (OPTIONAL)
    drone.controller.commandHistory.setMaxLength(30);
    drone.dataReceiver.commandHistory.setMaxLength(30);
    
    // setup the simulator so we have a display in the viewport (OPTIONAL)
    droneSimulator.setup(&drone);


}
void EpicMonsterApp::setup()
{
    mScreenSyphon.setName("Epic Monster Demo");
    
    mFallDirection = Vec3f(0.0,-1.0,0.0);
    listener.setup(7000);
    
    // Slows down particle pulses
    mTimerSlower = 0.05;
    
    // Number of iterations for particle drawing to texture
    n = Vec3f(128, 128, 0);
    
    // Where texture baking shader starts drawing (obsolete)
    mParTexOffset = Vec3f(-1.0, 1.0, 0.0);
    timer = cinder::Timer(true);
    mStep = true;
    try {
        // Multiple render targets shader updates the positions/velocities
        mParticlesShader = gl::GlslProg( ci::app::loadResource( PASSTHROUGH_VERT ), ci::app::loadResource( PARTICLES_FRAG ));
        // Vertex displacement shader
        mDisplacementShader = gl::GlslProg( ci::app::loadResource( VERTEXDISPLACEMENT_VERT ), ci::app::loadResource( VERTEXDISPLACEMENT_FRAG ));
        
        mBakeShader = gl::GlslProg( ci::app::loadResource( BAKE_VERT ), ci::app::loadResource( BAKE_FRAG ));
    }
    catch( ci::gl::GlslProgCompileExc &exc ) {
        std::cout << "Shader compile error: " << endl;
        std::cout << exc.what();
    }
    catch( const std::exception& ex ) {
        std::cout << "Unable to load shader" << endl;
    }
    
    setupPingPongFbo();
    // THE VBO HAS TO BE DRAWN AFTER FBO!
    setupVBO();
    
    // End of Particle setup
    
    try {
    mAssimpLoader = assimp::AssimpLoader( getAssetPath( "Monsu7b.dae" ) );
        
    }
    catch(const std::exception& ex ) {
        std::cout << "Model loading error: " << endl;
        std::cout << ex.what();
    }
    
    mNormalMap	= gl::Texture( loadImage( loadResource( RES_NORMAL ) ) );
	mAssimpLoader.enableSkinning();
    
	mNodeNames = mAssimpLoader.getNodeNames();
	if ( mNodeNames.empty () )
	{
		mNodeNames.push_back( "NO BONES!" );
		mNoBones = true;
	}
	else
	{
		mNoBones = false;
	}
    
	// query original node orientations from model
	mNodeOrientations.assign( mNodeNames.size(), Quatf() );
	if ( !mNoBones )
	{
		for ( size_t i = 0; i < mNodeOrientations.size(); ++i )
		{
			mNodeOrientations[ i ] = mAssimpLoader.getNodeOrientation( mNodeNames[ i ] );
		}
	}
    
    // query original node orientations from model
	mNodePositions.assign( mNodeNames.size(), Vec3f() );
	if ( !mNoBones )
	{
		for ( size_t i = 0; i < mNodePositions.size(); ++i )
		{
			mNodePositions[ i ] = mAssimpLoader.getNodePosition( mNodeNames[ i ] );
		}
	}
    
	mNodeIndex = 0;
    triangles = mAssimpLoader.totalTriangles();
	mEnableWireframe = false;
    mEnableDebugTexture = false;
    
	mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) );
    
	setupParams();
    
    CameraPersp cam;
	cam.setPerspective( 60, getWindowAspectRatio(), 0.1f, 1000.0f );
	cam.setEyePoint( Vec3f( 0, 1, 3 ) );
	cam.setCenterOfInterestPoint( Vec3f( 0, 0, 0 ) );
	mMayaCam.setCurrentCam( cam );
}