// Set up void LeapApp::setup() { // Set up OpenGL gl::enable( GL_LINE_SMOOTH ); glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); gl::enable( GL_POLYGON_SMOOTH ); glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); // Set up camera mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f ); mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) ); // Start device mLeap = Device::create(); mLeap->addCallback( &LeapApp::onFrame, this ); // Params mFrameRate = 0.0f; mFullScreen = false; mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) ); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addParam( "Full screen", &mFullScreen, "key=f" ); mParams.addButton( "Screen shot", bind( &LeapApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind( &LeapApp::quit, this ), "key=q" ); }
// Set up void TracerApp::setup() { // Set up camera mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f ); mCamera.lookAt( Vec3f( 0.0f, 93.75f, 250.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) ); // Start device mDevice = Device::create(); mDevice->connectEventHandler( &TracerApp::onFrame, this ); // Load shaders try { mShader[ 0 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_X_FRAG ) ); } catch ( gl::GlslProgCompileExc ex ) { console() << "Unable to compile blur X shader: \n" << string( ex.what() ) << "\n"; quit(); } try { mShader[ 1 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_Y_FRAG ) ); } catch ( gl::GlslProgCompileExc ex ) { console() << "Unable to compile blur Y shader: \n" << string( ex.what() ) << "\n"; quit(); } // Params mFrameRate = 0.0f; mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) ); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addButton( "Screen shot", bind( &TracerApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind( &TracerApp::quit, this ), "key=q" ); // Enable polygon smoothing gl::enable( GL_POLYGON_SMOOTH ); glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); // Set up FBOs gl::Fbo::Format format; #if defined( CINDER_MSW ) format.setColorInternalFormat( GL_RGBA32F ); #else format.setColorInternalFormat( GL_RGBA32F_ARB ); #endif format.setMinFilter( GL_LINEAR ); format.setMagFilter( GL_LINEAR ); format.setWrap( GL_CLAMP, GL_CLAMP ); for ( size_t i = 0; i < 3; ++i ) { mFbo[ i ] = gl::Fbo( getWindowWidth(), getWindowHeight(), format ); mFbo[ i ].bindFramebuffer(); gl::setViewport( mFbo[ i ].getBounds() ); gl::clear(); mFbo[ i ].unbindFramebuffer(); } glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); }
// Render void TracerApp::draw() { // Add to accumulation buffer mFbo[ 0 ].bindFramebuffer(); gl::setViewport( mFbo[ 0 ].getBounds() ); gl::setMatricesWindow( mFbo[ 0 ].getSize() ); gl::enableAlphaBlending(); // Dim last frame gl::color( ColorAf( Colorf::black(), 0.03f ) ); gl::drawSolidRect( Rectf( mFbo[ 0 ].getBounds() ) ); // Draw finger tips into the accumulation buffer gl::setMatrices( mCamera ); gl::enableAdditiveBlending(); for ( RibbonMap::const_iterator iter = mRibbons.begin(); iter != mRibbons.end(); ++iter ) { iter->second.draw(); } mFbo[ 0 ].unbindFramebuffer(); // Blur the accumulation buffer gl::enable( GL_TEXTURE_2D ); gl::enableAlphaBlending(); gl::color( ColorAf::white() ); Vec2f pixel = Vec2f::one() / Vec2f( mFbo[ 0 ].getSize() ); pixel *= 3.0f; for ( size_t i = 0; i < 2; ++i ) { mFbo[ i + 1 ].bindFramebuffer(); gl::clear(); mShader[ i ].bind(); mShader[ i ].uniform( "size", pixel ); mShader[ i ].uniform( "tex", 0 ); gl::Texture& texture = mFbo[ i ].getTexture(); texture.bind(); gl::drawSolidRect( Rectf( mFbo[ i ].getBounds() ) ); texture.unbind(); mShader[ i ].unbind(); mFbo[ i + 1 ].unbindFramebuffer(); } // Draw blurred image gl::setMatricesWindow( getWindowSize(), false ); gl::color( ColorAf::white() ); mFbo[ 0 ].bindTexture(); gl::drawSolidRect( Rectf( getWindowBounds() ) ); mFbo[ 0 ].unbindTexture(); gl::color( ColorAf( Colorf::white(), 0.8f ) ); mFbo[ 2 ].bindTexture(); gl::drawSolidRect( Rectf( getWindowBounds() ) ); mFbo[ 2 ].unbindTexture(); gl::disableAlphaBlending(); gl::disable( GL_TEXTURE_2D ); // Draw the interface mParams.draw(); }
void Fluid2DTextureApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::setMatricesWindow( getWindowWidth(), getWindowHeight() ); // Update the positions and tex coords Rectf drawRect = getWindowBounds(); int limX = mFluid2D.resX() - 1; int limY = mFluid2D.resY() - 1; float dx = drawRect.getWidth()/(float)limX; float dy = drawRect.getHeight()/(float)limY; for( int j = 0; j < mFluid2D.resY(); ++j ) { for( int i = 0; i < mFluid2D.resX(); ++i ) { vec2 P = vec2( i*dx, j*dy ); vec2 uv = mFluid2D.texCoordAt( i, j ); int idx = j*mFluid2D.resX() + i; mTriMesh->getPositions<2>()[idx] = P; mTriMesh->getTexCoords0<2>()[idx] = uv; } } mTex->bind(); gl::bindStockShader( gl::ShaderDef().color().texture() ); gl::draw( gl::VboMesh::create(*mTriMesh) ); mTex->unbind(); mParams.draw(); }
void Fluid2DTextureApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::setMatricesWindow( getWindowWidth(), getWindowHeight() ); // Update the positions and tex coords Rectf drawRect = getWindowBounds(); int limX = mFluid2D.resX() - 1; int limY = mFluid2D.resY() - 1; float dx = drawRect.getWidth()/(float)limX; float dy = drawRect.getHeight()/(float)limY; for( int j = 0; j < mFluid2D.resY(); ++j ) { for( int i = 0; i < mFluid2D.resX(); ++i ) { Vec2f P = Vec2f( i*dx, j*dy ); Vec2f uv = mFluid2D.texCoordAt( i, j ); int idx = j*mFluid2D.resX() + i; mTriMesh.getVertices()[idx] = P; mTriMesh.getTexCoords()[idx] = uv; } } mTex.bind(); gl::draw( mTriMesh ); mTex.unbind(); mParams.draw(); }
void BulletTestApp::setup() { mDragging = false; mFrameRate = 0.0f; mTest = 9; mTestPrev = mTest; // Set up lighting mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() ); mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) ); mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) ); mLight->enable(); // Load meshes loadModels(); // Create a Bullet dynamics world mWorld = bullet::createWorld(); // Load texture mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) ); mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) ); mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) ); mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT ); mTexTerrain.unbind(); // Init terrain pointer mTerrain = 0; // Parameters mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) ); mParams.addParam( "Frame Rate", &mFrameRate, "", true ); mParams.addParam( "Test", &mTest, "min=0 max=9 step=1 keyDecr=t keyIncr=T" ); mParams.addButton( "Drop", bind( &BulletTestApp::drop, this ), "key=space" ); mParams.addButton( "Screen shot", bind( &BulletTestApp::screenShot, this ), "key=s" ); mParams.addButton( "Quit", bind( &BulletTestApp::quit, this ), "key=q" ); // Initialize initTest(); // Run first resize to initialize view resize( ResizeEvent( getWindowSize() ) ); }
// Render void UiApp::draw() { // Clear window gl::setViewport( getWindowBounds() ); gl::clear( Colorf::white() ); gl::setMatricesWindow( getWindowSize() ); gl::color( ColorAf::white() ); // Make PNG backgrounds transparent gl::enableAlphaBlending(); gl::disableDepthRead(); gl::disableDepthWrite(); // Master offset gl::pushMatrices(); // Draw buttons for ( size_t i = 0; i < 3; ++i ) { bool pressed = mButtonState[ i ]; gl::pushMatrices(); gl::translate( mButtonPosition[ i ] ); gl::draw( mButton[ pressed ? 1 : 0 ] ); gl::popMatrices(); } // Draw slider gl::pushMatrices(); gl::translate( mTrackPosition ); gl::draw( mTrack ); gl::popMatrices(); gl::pushMatrices(); gl::translate( mSliderPosition ); gl::draw( mSlider ); gl::popMatrices(); // Draw cursor if ( mCursorType != CursorType::NONE ) { gl::color( ColorAf::white() ); gl::pushMatrices(); gl::translate( mCursorPosition ); gl::draw( mTexture[ (size_t)mCursorType ] ); gl::popMatrices(); } gl::popMatrices(); // Draw finger position for pressing buttons if ( mCursorType == CursorType::TOUCH ) { gl::color( ColorAf( 1.0f, 0.7f, 0.0f ) ); gl::drawSolidCircle( mFingerTipPosition, 20.0f ); gl::drawStrokedCircle( mFingerTipPosition, 40.0f ); } // Draw the interface mParams.draw(); }
void BulletTestApp::setup() { // Set test mode mTest = 0; mTestPrev = mTest; // Set up lighting mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() ); mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) ); mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) ); mLight->enable(); // Load meshes loadModels(); // Create a Bullet dynamics world mWorld = bullet::createWorld(); // Load texture mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) ); mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) ); mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) ); mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT ); mTexTerrain.unbind(); // Init terrain pointer mTerrain = 0; // Parameters mFrameRate = 0.0f; mParams = params::InterfaceGl( "Params", Vec2i( 150, 100) ); mParams.addParam( "Frame Rate", &mFrameRate, "", true ); mParams.addParam( "Test", &mTest, "min=0 max=7 step=1 keyDecr=d keyIncr=D" ); // Initialize initTest(); // Run first resize to initialize view resize( ResizeEvent( getWindowSize() ) ); }
// Render void UiApp::draw() { // Clear window gl::setViewport( getWindowBounds() ); gl::clear( Colorf::white() ); gl::setMatrices( mCamera ); // Make PNG backgrounds transparent gl::enableAlphaBlending(); gl::disableDepthRead(); gl::disableDepthWrite(); // Master offset gl::pushMatrices(); gl::translate( mOffset ); // Draw buttons for ( size_t i = 0; i < 3; ++i ) { bool pressed = mButtonState[ i ]; gl::pushMatrices(); gl::translate( mButtonPosition[ i ] ); gl::draw( mButton[ pressed ? 1 : 0 ] ); gl::popMatrices(); } // Draw slider gl::pushMatrices(); gl::translate( mTrackPosition ); gl::draw( mTrack ); gl::popMatrices(); gl::pushMatrices(); gl::translate( mSliderPosition ); gl::draw( mSlider ); gl::popMatrices(); // Draw cursor if ( mCursorType != CursorType::NONE ) { gl::color( ColorAf::white() ); gl::pushMatrices(); gl::translate( mCursorPosition ); gl::draw( mTexture[ (size_t)mCursorType ] ); gl::popMatrices(); } gl::popMatrices(); // Draw the interface mParams.draw(); }
void BulletTestApp::setup() { // Set up lighting mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() ); mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) ); mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) ); mLight->enable(); // Load meshes loadModels(); // Create a Bullet dynamics world mWorld = bullet::createWorld(); // Load texture mTexGround = gl::Texture( loadImage( loadResource( RES_TEX_GROUND ))); mTexBackBoard = gl::Texture( loadImage( loadResource( RES_TEX_BACKBOARD ))); mTexRing = gl::Texture( loadImage( loadResource( RES_TEX_RING ))); mTexBasketBall = gl::Texture( loadImage( loadResource( RES_TEX_BASKETBALL ))); // Parameters mFrameRate = 0.0f; mPoint = 0; mViewX = -27; mViewY = -64; mViewZ = 0; mStrengthX = 0; mStrengthY = 44; mStrengthZ = 33; // mStrengthY = 0; // mStrengthZ = 0; mParams = params::InterfaceGl( "Params", Vec2i( 200, 250) ); mParams.addParam( "Frame Rate", &mFrameRate, "", true ); mParams.addParam( "Point" , &mPoint , "", true ); mParams.addText ( "View" ); mParams.addParam( "view_x" , &mViewX, "min=-100 max=100 step=1 keyIncr=7 keyDecr=4" ); mParams.addParam( "view_y" , &mViewY, "min=-100 max=100 step=1 keyIncr=8 keyDecr=5" ); mParams.addParam( "view_z" , &mViewZ, "min=-100 max=100 step=1 keyIncr=9 keyDecr=6" ); mParams.addText ( "Strength" ); mParams.addParam( "strength_x" , &mStrengthX, "min=-100 max=100 step=1 keyIncr=q keyDecr=a" ); mParams.addParam( "strength_y" , &mStrengthY, "min=-100 max=100 step=1 keyIncr=w keyDecr=s" ); mParams.addParam( "strength_z" , &mStrengthZ, "min=-100 max=100 step=1 keyIncr=e keyDecr=d" ); // Initialize initTest(); // Run first resize to initialize view resize( ResizeEvent( getWindowSize() ) ); }
void Fluid2DRGBApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); //RenderFluidRgb( mFluid2D, getWindowBounds() ); float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() ); Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB ); if ( ! mTex ) { mTex = gl::Texture::create( surf ); } else { mTex->update( surf ); } gl::draw( mTex, getWindowBounds() ); mParams.draw(); }
void BulletTestApp::draw() { gl::enableDepthRead(); gl::enableDepthWrite(); gl::setViewport( getWindowBounds() ); gl::clear( ColorAf::black() ); gl::setMatrices( mCamera ); gl::pushMatrices(); gl::rotate( Vec3f( -45.0f, 0.0f, 0.0f ) ); uint32_t i = 0; for ( bullet::Iter iter = mWorld->begin(); iter != mWorld->end(); ++iter, ++i ) { gl::pushMatrices(); glMultMatrixf( iter->getTransformMatrix() ); bindTexture( i ); switch ( iter->getPrimitiveType() ) { case CollisionObject::PRIMITIVE_BOX: gl::draw( mCube ); break; case CollisionObject::PRIMITIVE_CONE: gl::draw( mCone ); break; case CollisionObject::PRIMITIVE_CYLINDER: gl::draw( mCylinder ); break; case CollisionObject::PRIMITIVE_SPHERE: gl::draw( mSphere ); break; default: if ( iter->isMeshBody() ) { gl::draw( bullet::calcTriMesh( iter ) ); } break; } unbindTexture( i ); gl::popMatrices(); } gl::popMatrices(); mParams.draw(); }
void BulletTestApp::draw() { gl::setViewport( getWindowBounds() ); gl::clear( ColorAf::black() ); gl::setMatrices( mCamera ); gl::pushMatrices(); gl::rotate( Vec3f( -45.0f, 0.0f, 0.0f ) ); uint32_t i = 0; for ( bullet::Iter object = mWorld->begin(); object != mWorld->end(); ++object, i++ ) { gl::pushMatrices(); glMultMatrixf( object->getTransformMatrix() ); bindTexture( i ); gl::draw( object->getVboMesh() ); unbindTexture( i ); gl::popMatrices(); } gl::popMatrices(); mParams.draw(); }
void cinderFFmpegApp::draw() { Rectf imgRect; int posX; int posY; gl::clear(); for(int i=0; i<m_Players.size(); i++) { if(m_Players[i]->hasVideo()) //&& m_Players[i]->isNewFrame()) { // m_Players[i]->update(); unsigned char* pImg = m_Players[i]->getVideoData().m_pData; if(pImg != nullptr) { m_VideoTextures[i] = gl::Texture(ci::Surface(pImg, m_Players[i]->getWidth(), m_Players[i]->getHeight(), m_Players[i]->getWidth() * 3, ci::SurfaceChannelOrder::RGB) ); } } posX = (i % m_iTilesDivisor) * m_iTileWidth; posY = ((int(float(i) / float(m_iTilesDivisor))) % m_iTilesDivisor) * m_iTileHeight; Rectf imgRect = Rectf(posX, posY, posX + m_iTileWidth, posY + m_iTileHeight); if(m_VideoTextures[i]) ci::gl::draw( m_VideoTextures[i] , imgRect); } // draw green selection frame if(m_Players.size()>0) { posX = (m_iCurrentVideo % m_iTilesDivisor) * m_iTileWidth; posY = ((int(float(m_iCurrentVideo) / float(m_iTilesDivisor))) % m_iTilesDivisor) * m_iTileHeight; gl::color(0,1,0,1); glLineWidth(3); gl::drawStrokedRect(Rectf(posX, posY, posX + m_iTileWidth, posY + m_iTileHeight)); gl::color(1,1,1,1); } // draw fps and gui gl::drawString( toString(getAverageFps()), Vec2f( float(getWindowWidth() - 240), 10.0 ), Color(1,0,0), m_Font); m_Gui.draw(); }
void Fluid2DCamAppApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::color( Colorf::white() ); gl::setMatricesWindow( getWindowWidth(), getWindowHeight() ); if( mTexCam ) { gl::draw( mTexCam, Rectf( 0*kDrawScale*mFluid2DResX, 0*kDrawScale*mFluid2DResY, 1*kDrawScale*mFluid2DResX, 1*kDrawScale*mFluid2DResY ) ); } gl::draw( mTexVel0, Rectf( 0*kDrawScale*mFluid2DResX, 1*kDrawScale*mFluid2DResY, 1*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY ) ); gl::draw( mTexVel1, Rectf( 1*kDrawScale*mFluid2DResX, 1*kDrawScale*mFluid2DResY, 2*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY ) ); gl::draw( mTexDen0, Rectf( 2*kDrawScale*mFluid2DResX, 1*kDrawScale*mFluid2DResY, 3*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY ) ); gl::draw( mTexDen1, Rectf( 3*kDrawScale*mFluid2DResX, 1*kDrawScale*mFluid2DResY, 4*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY ) ); gl::draw( mTexDiv, Rectf( 0*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY, 1*kDrawScale*mFluid2DResX, 4*kDrawScale*mFluid2DResY ) ); gl::draw( mTexPrs, Rectf( 1*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY, 2*kDrawScale*mFluid2DResX, 4*kDrawScale*mFluid2DResY ) ); gl::draw( mTexCurl, Rectf( 2*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY, 3*kDrawScale*mFluid2DResX, 4*kDrawScale*mFluid2DResY ) ); gl::draw( mTexCurlLen, Rectf( 3*kDrawScale*mFluid2DResX, 2*kDrawScale*mFluid2DResY, 4*kDrawScale*mFluid2DResX, 4*kDrawScale*mFluid2DResY ) ); mTexCurlLen.unbind(); gl::color( Color( 1, 0, 0 ) ); glLineWidth( 0.5f ); glBegin( GL_LINES ); glVertex2f( Vec2f( 0, 1*kDrawScale*mFluid2DResY ) ); glVertex2f( Vec2f( (float)getWindowWidth(), 1*kDrawScale*mFluid2DResY ) ); glVertex2f( Vec2f( 0, 2*kDrawScale*mFluid2DResY ) ); glVertex2f( Vec2f( (float)getWindowWidth(), 2*kDrawScale*mFluid2DResY ) ); glVertex2f( Vec2f( 1*kDrawScale*mFluid2DResX, 0 ) ); glVertex2f( Vec2f( 1*kDrawScale*mFluid2DResX, (float)getWindowHeight() ) ); glVertex2f( Vec2f( 2*kDrawScale*mFluid2DResX, 0 ) ); glVertex2f( Vec2f( 2*kDrawScale*mFluid2DResX, (float)getWindowHeight() ) ); glVertex2f( Vec2f( 3*kDrawScale*mFluid2DResX, 0 ) ); glVertex2f( Vec2f( 3*kDrawScale*mFluid2DResX, (float)getWindowHeight() ) ); glEnd(); mParams.draw(); }
// Render void GestureApp::draw() { // Clear window gl::setViewport( getWindowBounds() ); gl::clear( mBackgroundColor + Colorf::gray( mBackgroundBrightness ) ); gl::setMatricesWindow( getWindowSize() ); gl::enableAlphaBlending(); gl::color( Colorf::white() ); // Draw everything gl::pushMatrices(); gl::translate( mOffset ); drawUi(); drawGestures(); drawPointables(); gl::popMatrices(); // Draw the interface mParams.draw(); }
void BulletTestApp::draw() { gl::setViewport( getWindowBounds() ); gl::clear( ColorAf::black() ); gl::setMatrices( mCamera ); gl::pushMatrices(); gl::rotate( Vec3f( (float)mViewX, (float)mViewY, (float)mViewZ ) ); uint32_t i = 0; for( bullet::Iter object = mWorld->begin(); object != mWorld->end(); ++object, i++ ) { TextureType type = TT_GROUND; if( i == 0 ) type = TT_GROUND; else if( i == 1 ) type = TT_BACKBOARD; else if( i == 2 || i == 3 ) type = TT_RING; else type = TT_BASKETBALL; gl::pushMatrices(); glMultMatrixf( object->getTransformMatrix() ); bindTexture( type ); gl::draw( object->getVboMesh() ); unbindTexture( type ); gl::popMatrices(); } // draw the same torus // gl::translate( Vec3f( 0.0f, 13.0f, 0.0f )); // gl::rotate( Quatf( 0.0f, 0.0f, 1.14f, 1.0f )); // gl::drawTorus( 20, 3, 200, 200 ); gl::popMatrices(); mParams.draw(); }
void Fluid2DParticleSoupApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::enableAdditiveBlending(); gl::color( 1.0f, 1.0f, 1.0f, 1.0f ); // Uncomment to see underlining density /* float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() ); Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB ); if ( ! mTex ) { mTex = gl::Texture( surf ); } else { mTex.update( surf ); } gl::draw( mTex, getWindowBounds() ); mTex.unbind(); */ mParticleSoup.draw(); mParams.draw(); }
void cinderFFmpegApp::setupGui() { std::stringstream strTmp; m_Gui = ci::params::InterfaceGl("FFmpeg Player", ci::Vec2i(300,340)); // Video / Audio Infos m_Gui.addButton( "open", std::bind( &cinderFFmpegApp::open, this ) ); m_Gui.addButton( "clear all", std::bind( &cinderFFmpegApp::clearAll, this ) ); m_Gui.addSeparator(); strTmp << "label='file: '"; m_Gui.addText("file", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='video codec: '"; m_Gui.addText("video codec", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio codec: '"; m_Gui.addText("audio codec", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='width: '"; m_Gui.addText("width", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='height: '"; m_Gui.addText("height", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='fps: '"; m_Gui.addText("fps", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='bitrate: '"; m_Gui.addText("bitrate", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio channels: '"; m_Gui.addText("audio channels", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio sample rate: '"; m_Gui.addText("audio sample rate", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='frame: '"; m_Gui.addText("frame", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='time: '"; m_Gui.addText("time", strTmp.str()); m_Gui.addSeparator(); m_Gui.addButton( "play/pause", std::bind( &cinderFFmpegApp::pause, this ) ); m_Gui.addButton( "stop", std::bind( &cinderFFmpegApp::stop, this ) ); m_Gui.addButton( "toggle direction", std::bind( &cinderFFmpegApp::toggleDirection, this ) ); m_Gui.addSeparator(); m_Gui.addParam("speed", &m_fSpeed, "min=0 max=8.0 step=0.05"); m_Gui.addParam("0..none, 1..loop, 2..loopBidi", &m_iLoopMode, "min=0 max=2 step=1"); m_Gui.addParam("seek frame", &m_fSeekPos, "min=0.0 max=1.0 step=0.01"); }
void cinderFFmpegApp::updateGui() { // Video / Audio Infos // update dynamic info of video/audio std::stringstream strTmp; strTmp << "label='file: " << m_Players[m_iCurrentVideo]->getFileName() << "'"; m_Gui.setOptions( "file", strTmp.str() ); strTmp.clear(); strTmp.str(""); strTmp << "label='frame: " << m_Players[m_iCurrentVideo]->getCurrentFrameNumber() << "/" << m_Players[m_iCurrentVideo]->getDurationInFrames() << "'"; m_Gui.setOptions( "frame", strTmp.str() ); strTmp.clear(); strTmp.str(""); strTmp << "label='time: " << m_Players[m_iCurrentVideo]->getCurrentTimeInMs() << ":" << m_Players[m_iCurrentVideo]->getDurationInMs() << "'"; m_Gui.setOptions( "time", strTmp.str() ); strTmp.clear(); strTmp.str(""); strTmp << "label='video codec: " << m_Players[m_iCurrentVideo]->getVideoCodecName() << "'"; m_Gui.setOptions("video codec", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio codec: " << m_Players[m_iCurrentVideo]->getAudioCodecName() << "'"; m_Gui.setOptions("audio codec", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='width: " << m_Players[m_iCurrentVideo]->getWidth() << "'"; m_Gui.setOptions("width", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='height: " << m_Players[m_iCurrentVideo]->getHeight() << "'"; m_Gui.setOptions("height", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='fps: " << m_Players[m_iCurrentVideo]->getFps() << "'"; m_Gui.setOptions("fps", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='bitrate: " << m_Players[m_iCurrentVideo]->getBitrate() << "'"; m_Gui.setOptions("bitrate", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio channels: " << m_Players[m_iCurrentVideo]->getAudioChannels() << "'"; m_Gui.setOptions("audio channels", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='audio sample rate: " << m_Players[m_iCurrentVideo]->getAudioSampleRate() << "'"; m_Gui.setOptions("audio sample rate", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='frame: " << m_Players[m_iCurrentVideo]->getCurrentFrameNumber() << "/" << m_Players[m_iCurrentVideo]->getDurationInFrames() << "'"; m_Gui.setOptions("frame", strTmp.str()); strTmp.clear(); strTmp.str(""); strTmp << "label='time: " << m_Players[m_iCurrentVideo]->getCurrentTimeInMs() << "/" << m_Players[m_iCurrentVideo]->getDurationInMs() << "'"; m_Gui.setOptions("time", strTmp.str()); }
void Fluid2DTextureApp::setup() { mFrameRate = 0.0f; mTex = gl::Texture::create( loadImage( loadResource( RES_IMAGE ) ) ); mFluid2D.enableTexCoord(); mFluid2D.setTexCoordViscosity( 1.0f ); mDenScale = 50; mFluid2D.set( 192, 192 ); mFluid2D.setDensityDissipation( 0.99f ); mVelScale = 0.50f*std::max( mFluid2D.resX(), mFluid2D.resY() ); mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "TexCoord Dissipation", mFluid2D.texCoordDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "TexCoord Viscosity", mFluid2D.texCoordViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addSeparator(); //mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); //mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); mTriMesh = ci::TriMesh::create( TriMesh::Format().positions(2).texCoords0(2) ); // Points and texture coordinates for( int j = 0; j < mFluid2D.resY(); ++j ) { for( int i = 0; i < mFluid2D.resX(); ++i ) { mTriMesh->appendPosition( vec2( 0.0f, 0.0f ) ); mTriMesh->appendTexCoord0( vec2( 0.0f, 0.0f ) ); } } // Triangles for( int j = 0; j < mFluid2D.resY() - 1; ++j ) { for( int i = 0; i < mFluid2D.resX() - 1; ++i ) { int idx0 = (j + 0)*mFluid2D.resX() + (i + 0 ); int idx1 = (j + 1)*mFluid2D.resX() + (i + 0 ); int idx2 = (j + 1)*mFluid2D.resX() + (i + 1 ); int idx3 = (j + 0)*mFluid2D.resX() + (i + 1 ); mTriMesh->appendTriangle( idx0, idx1, idx2 ); mTriMesh->appendTriangle( idx0, idx2, idx3 ); } } //console() << mFluid2D << std::endl; }
void Fluid2DCamAppApp::setup() { glEnable( GL_TEXTURE_2D ); mVelThreshold = 0.75f; mNumActiveFlowVectors = 0; #if defined( CINDER_MSW ) mVelScale = 0.5f; mDenScale = 0.0025f; #elif defined( CINDER_MAC ) mVelScale = 2.0f; mDenScale = 0.007f; #endif mFluid2D.set( mFluid2DResX, mFluid2DResY ); mFluid2D.enableDensity(); mFluid2D.enableVorticityConfinement(); mFluid2D.setNumPressureIters( 24 ); mFluid2D.initSimData(); // Create these so we can create the textures ahead of time mSurfVel0 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB ); mSurfVel1 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB ); mChanDen0 = Channel32f( mFluid2DResX, mFluid2DResY ); mChanDen1 = Channel32f( mFluid2DResX, mFluid2DResY ); mChanDiv = Channel32f( mFluid2DResX, mFluid2DResY ); mChanPrs = Channel32f( mFluid2DResX, mFluid2DResY ); mChanCurl = Channel32f( mFluid2DResX, mFluid2DResY ); mChanCurlLen = Channel32f( mFluid2DResX, mFluid2DResY ); mTexVel0 = gl::Texture( mSurfVel0 ); mTexVel1 = gl::Texture( mSurfVel1 ); mTexDen0 = gl::Texture( mChanDen0 ); mTexDen1 = gl::Texture( mChanDen1 ); mTexDiv = gl::Texture( mChanDiv ); mTexPrs = gl::Texture( mChanPrs ); mTexCurl = gl::Texture( mChanCurl ); mTexCurlLen = gl::Texture( mChanCurlLen ); mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Threshold", &mVelThreshold, "min=0 max=2 step=0.001" ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10 step=0.001" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0 max=10 step=0.000001" ); mParams.addSeparator(); mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); // Camera try { mCapture = Capture( 640, 480 ); mCapture.start(); } catch( ... ) { console() << "Failed to initialize capture" << std::endl; } }
// Set up void UiApp::setup() { glShadeModel( GL_FLAT ); // Set up camera mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 0.01f, 1000.0f ); mOffset = Vec3f( 240.0f, -480.0f, 0.0f ); // Start device mLeap = Device::create(); mLeap->addCallback( &UiApp::onFrame, this ); // Load cursor textures for ( size_t i = 0; i < 3; ++i ) { switch ( (CursorType)i ) { case CursorType::GRAB: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) ); break; case CursorType::HAND: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) ); break; case CursorType::TOUCH: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) ); break; case NONE: break; } mTexture[ i ].setFlipped( true ); mTexture[ i ].setMagFilter( GL_NEAREST ); mTexture[ i ].setMinFilter( GL_NEAREST ); } // Initialize cursor mCursorType = CursorType::NONE; mCursorPosition = Vec3f::zero(); mCursorPositionTarget = Vec3f::zero(); // Load UI textures mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) ); mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) ); mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) ); mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) ); // Flip textures mButton[ 0 ].setFlipped( true ); mButton[ 1 ].setFlipped( true ); mSlider.setFlipped( true ); mTrack.setFlipped( true ); // Disable anti-aliasing mButton[ 0 ].setMagFilter( GL_NEAREST ); mButton[ 0 ].setMinFilter( GL_NEAREST ); mButton[ 1 ].setMagFilter( GL_NEAREST ); mButton[ 1 ].setMinFilter( GL_NEAREST ); mSlider.setMagFilter( GL_NEAREST ); mSlider.setMinFilter( GL_NEAREST ); mTrack.setMagFilter( GL_NEAREST ); mTrack.setMinFilter( GL_NEAREST ); // Initialize buttons Vec3f position( -120.0f, 950.0f, 0.0f ); for ( size_t i = 0; i < 3; ++i, position.x += 320.0f ) { mButtonPosition[ i ] = position; mButtonState[ i ] = false; } // Initialize sliider mTrackPosition = Vec3f( 0.0f, 700.0f, 0.0f ); mSliderPosition = mTrackPosition; mSliderPosition.y -= 45.0f; // Params mFrameRate = 0.0f; mFullScreen = false; mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) ); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addParam( "Full screen", &mFullScreen, "key=f" ); mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" ); }
void Fluid2DParticleSoupApp::setup() { glEnable( GL_TEXTURE_2D ); mDenScale = 50; mRgbScale = 40; mFluid2D.set( 192, 192 ); mFluid2D.setDensityDissipation( 0.99f ); mFluid2D.setRgbDissipation( 0.99f ); mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() ); mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" ); mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addSeparator(); mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); mFluid2D.setRgbDissipation( 0.9930f ); mFluid2D.enableDensity(); mFluid2D.enableRgb(); mFluid2D.enableVorticityConfinement(); mFluid2D.initSimData(); mParticleSoup.setup( &mFluid2D ); mColor = Colorf( 0.98f, 0.7f, 0.4f ); }
// Render void LeapApp::draw() { // Clear window gl::setViewport( getWindowBounds() ); gl::clear( Colorf::white() ); gl::setMatrices( mCamera ); // Enable depth gl::enableAlphaBlending(); gl::enableDepthRead(); gl::enableDepthWrite(); // Iterate through hands float headLength = 6.0f; float headRadius = 3.0f; for ( const auto& handIter : mHands ) { const Hand& hand = handIter.second; // Hand sphere gl::enableWireframe(); gl::color( ColorAf( Colorf::gray( 0.9f ), 0.5f ) ); gl::drawSphere( hand.getSpherePosition(), hand.getSphereRadius(), 16 ); gl::disableWireframe(); // Hand plane gl::color( ColorAf( 0.75f, 0.0f, 0.75f, 0.25f ) ); gl::pushMatrices(); gl::translate( hand.getPosition() ); gl::rotate( Quatf( hand.getPosition(), hand.getDirection() ) ); for ( float i = 0.25f; i <= 1.0f; i += 0.25f ) { gl::drawStrokedCircle( Vec2f::zero(), hand.getSphereRadius() * i, 16 ); } gl::popMatrices(); // Hand direction gl::color( 1.0f, 0.0f, 1.0f, 0.5f ); gl::drawVector( hand.getPosition(), hand.getPosition() + hand.getDirection() * 30.0f, headLength, headRadius ); // Hand normal gl::color( 0.0f, 0.0f, 1.0f, 0.5f ); gl::drawVector( hand.getPosition(), hand.getPosition() + hand.getNormal() * 30.0f, headLength, headRadius ); // Hand velocity gl::color( 0.0f, 1.0f, 0.0f, 0.5f ); gl::drawVector( hand.getPosition(), hand.getPosition() + hand.getVelocity() * 0.05f, headLength, headRadius ); // Fingers const FingerMap& fingers = hand.getFingers(); for ( const auto& fingerIter : fingers ) { const Finger& finger = fingerIter.second; // Finger Vec3f position = finger.getPosition() + finger.getDirection() * finger.getLength(); gl::color( ColorAf::gray( 0.3f ) ); gl::drawLine( finger.getPosition(), position ); // Finger tip gl::color( ColorAf::black() ); gl::pushMatrices(); gl::translate( position ); gl::drawStrokedCircle( Vec2f::zero(), finger.getWidth(), 16 ); gl::popMatrices(); // Finger velocity gl::color( 0.0f, 1.0f, 0.0f, 0.5f ); gl::drawVector( position, position + finger.getVelocity() * 0.05f, headLength, headRadius ); } // Tools const ToolMap& tools = hand.getTools(); for ( const auto& toolIter : tools ) { const Finger& tool = toolIter.second; // Tool Vec3f position = tool.getPosition() + tool.getDirection() * tool.getLength(); gl::color( ColorAf( 1.0f, 0.0f, 0.0f, 0.3f ) ); gl::drawLine( tool.getPosition(), position ); // Tool tip gl::color( ColorAf( 1.0f, 0.0f, 0.0f, 1.0f ) ); gl::pushMatrices(); gl::translate( position ); gl::drawStrokedCircle( Vec2f::zero(), tool.getWidth(), 16 ); gl::popMatrices(); // Tool velocity gl::color( 0.0f, 1.0f, 0.0f, 0.5f ); gl::drawVector( position, position + tool.getVelocity() * 0.05f, headLength, headRadius ); } } // Draw the interface mParams.draw(); }
void VboMeshSampleApp::setup() { // Setting an unrealistically high frame rate effectively // disables frame rate limiting setFrameRate( 10000.0f ); setWindowSize( 800, 600 ); // Set up OpenGL to work with default lighting glShadeModel( GL_SMOOTH ); gl::enable( GL_POLYGON_SMOOTH ); glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); gl::enable( GL_NORMALIZE ); gl::enableAlphaBlending(); gl::enableDepthRead(); gl::enableDepthWrite(); // Load the texture map mTexture = gl::Texture( loadImage( loadResource( RES_TEXTURE ) ) ); // Define properties mFrameRate = 0.0f; mFullScreen = false; mLightEnabled = true; mMeshIndex = 0; mNumSegments = 48; mNumSegmentsPrev = mNumSegments; mScale = Vec3f::one(); mTextureEnabled = true; mWireframe = false; // Set up the arcball mArcball = Arcball( getWindowSize() ); mArcball.setRadius( (float)getWindowHeight() * 0.5f ); // Set up the camera mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.0001f, 10.0f ); mCamera.lookAt( Vec3f( 0.0f, 0.0f, -5.0f ), Vec3f::zero() ); // Set up the light mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setAmbient( ColorAf::white() ); mLight->setDiffuse( ColorAf::white() ); mLight->setDirection( Vec3f::one() ); mLight->setPosition( Vec3f::one() * -1.0f ); mLight->setSpecular( ColorAf::white() ); mLight->enable(); // Define the mesh titles for the params GUI mMeshTitles.push_back( "Cube" ); mMeshTitles.push_back( "Sphere" ); mMeshTitles.push_back( "Cylinder" ); mMeshTitles.push_back( "Cone" ); mMeshTitles.push_back( "Circle" ); mMeshTitles.push_back( "Square" ); mMeshTitles.push_back( "Ring" ); mMeshTitles.push_back( "Custom" ); // Set up the params GUI mParams = params::InterfaceGl( "Params", Vec2i( 200, 320 ) ); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addSeparator(); mParams.addParam( "Enable light", &mLightEnabled, "key=l" ); mParams.addParam( "Enable texture", &mTextureEnabled, "key=t" ); mParams.addParam( "Mesh type", mMeshTitles, &mMeshIndex, "keyDecr=m keyIncr=M" ); mParams.addParam( "Scale", &mScale ); mParams.addParam( "Segments", &mNumSegments, "keyDecr=s keyIncr=S min=3 max=1024 step=1" ); mParams.addParam( "Wireframe", &mWireframe, "key=w" ); mParams.addSeparator(); mParams.addParam( "Full screen", &mFullScreen, "key=f" ); mParams.addButton( "Screen shot", bind( &VboMeshSampleApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind( &VboMeshSampleApp::quit, this ), "key=q" ); // Generate meshes createMeshes(); }
// Set up void KinectApp::setup() { // Set up OpenGL glLineWidth( 2.0f ); gl::color( ColorAf::white() ); // Set up camera mCamera.lookAt( Vec3f( 0.0f, 0.0f, -3.0f ), Vec3f::zero() ); mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 1000.0f ); // Define drawing body defineBody(); // Initialize parameters mBinaryMode = false; mBinaryModePrev = mBinaryMode; mCapture = true; mCapturePrev = mCapture; mDeviceCount = 0; mEnabledAudio = true; mEnabledAudioPrev = true; mEnabledDepth = true; mEnabledDepthPrev = mEnabledDepth; mEnabledNearMode = false; mEnabledNearModePrev = mEnabledNearMode; mEnabledSkeletons = true; mEnabledSkeletonsPrev = mEnabledSkeletons; mEnabledStats = true; mEnabledVideo = true; mEnabledVideoPrev = mEnabledVideo; mFrameRateApp = 0.0f; mFrameRateDepth = 0.0f; mFrameRateSkeletons = 0.0f; mFrameRateVideo = 0.0f; mFullScreen = isFullScreen(); mInverted = false; mInvertedPrev = mInverted; mRemoveBackground = false; mRemoveBackgroundPrev = mRemoveBackground; mUserCount = 0; // Start image capture startKinect(); // Start audio capture startAudio(); // Setup the parameters mParams = params::InterfaceGl( "Parameters", Vec2i( 245, 500 ) ); mParams.addText( "DEVICE" ); mParams.addParam( "Device count", & mDeviceCount, "", true ); mParams.addParam( "Device angle", & mCameraAngle, "min=-" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + " max=" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + " step=1" ); mParams.addSeparator(); mParams.addText( "STATISTICS"); mParams.addParam( "Collect statistics", & mEnabledStats, "key=t" ); mParams.addParam( "App frame rate", & mFrameRateApp, "", true ); mParams.addParam( "Depth frame rate", & mFrameRateDepth, "", true ); mParams.addParam( "Skeleton frame rate", & mFrameRateSkeletons, "", true ); mParams.addParam( "Video frame rate", & mFrameRateVideo, "", true ); mParams.addParam( "User count", & mUserCount, "", true ); mParams.addSeparator(); mParams.addText( "CAPTURE" ); mParams.addParam( "Capture", & mCapture, "key=c" ); mParams.addParam( "Audio", & mEnabledAudio, "key=a" ); mParams.addParam( "Depth", & mEnabledDepth, "key=d" ); mParams.addParam( "Skeletons", & mEnabledSkeletons, "key=k" ); mParams.addParam( "Video", & mEnabledVideo, "key=v" ); mParams.addSeparator(); mParams.addText( "DEPTH IMAGE"); mParams.addParam( "Remove background", & mRemoveBackground, "key=b" ); mParams.addParam( "Binary depth mode", & mBinaryMode, "key=w" ); mParams.addParam( "Invert binary image", & mInverted, "key=i" ); mParams.addParam( "Near mode", & mEnabledNearMode, "key=n" ); mParams.addSeparator(); mParams.addText( "APPLICATION" ); mParams.addParam( "Full screen", & mFullScreen, "key=f" ); mParams.addButton( "Screen shot", std::bind(& KinectApp::screenShot, this ), "key=s" ); mParams.addButton( "Quit", std::bind( & KinectApp::quit, this ), "key=esc" ); }
void Fluid2DParticlesApp::setup() { glEnable( GL_TEXTURE_2D ); gl::enableAlphaBlending(); gl::enableAdditiveBlending(); mRgbScale = 50; mDenScale = 50; mFluid2D.set( 192, 192 ); mFluid2D.setDensityDissipation( 0.99f ); mFluid2D.setRgbDissipation( 0.99f ); mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() ); mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) ); mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() ); mParams.addSeparator(); mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" ); mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" ); mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" ); mParams.addSeparator(); mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" ); mParams.addSeparator(); mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" ); mParams.addSeparator(); mParams.addSeparator(); mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() ); mParams.addSeparator(); std::vector<std::string> boundaries; boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" ); mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() ); mParams.addSeparator(); mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() ); mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" ); mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" ); mFluid2D.setDt( 0.1f ); mFluid2D.enableDensity(); mFluid2D.enableRgb(); mFluid2D.enableVorticityConfinement(); mParticles.setup( getWindowBounds(), &mFluid2D ); }
// Set up void MeshApp::setup() { // Start Kinect mKinect = Kinect::create(); mKinect->enableUserColor( false ); mKinect->removeBackground(); mKinect->start(); // Add callbacks mCallbackDepthId = mKinect->addDepthCallback(& MeshApp::onDepthData, this ); mCallbackSkeletonId = mKinect->addSkeletonTrackingCallback(& MeshApp::onSkeletonData, this ); mCallbackColorId = mKinect->addColorCallback(& MeshApp::onColorData, this ); // Set up the light. This application does not actually use OpenGL // lighting. Instead, it passes a light position and color // values to the shader. Per fragment lighting is calculated in GLSL. mLightAmbient = ColorAf( 0.0f, 0.0f, 0.0f, 1.0f ); mLightDiffuse = ColorAf( 0.5f, 0.5f, 0.5f, 1.0f ); mLightPosition = Vec3f( 0.0f, -600.0f, 180.0f ); mLightShininess = 2.0f; mLightSpecular = ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ); // Set default properties mBrightTolerance = 0.2f; mFrameRate = 0.0f; mFullScreen = isFullScreen(); mFullScreenPrev = mFullScreen; mMeshUvMix = 0.2f; mRemoveBackground = true; mRemoveBackgroundPrev = mRemoveBackground; mScale = Vec3f( 1.0f, 1.0f, 500.0f ); mShowColor = false; mColorOffsetX = 0.0f; mColorOffsetY = 0.0f; // Create the parameters bar mParams = params::InterfaceGl( "Parameters", Vec2i( 250, 500 ) ); mParams.addSeparator( "" ); mParams.addParam( "Bright tolerance", &mBrightTolerance, "min=0.000 max=1.000 step=0.001 keyDecr=b keyIncr=B" ); mParams.addParam( "Remove background", &mRemoveBackground, "key=c" ); mParams.addParam( "Scale", &mScale ); mParams.addSeparator(); mParams.addParam( "Eye point", &mEyePoint ); mParams.addParam( "Look at", &mLookAt ); mParams.addParam( "Rotation", &mRotation ); mParams.addSeparator(); mParams.addParam( "Show Color", &mShowColor, "key=d" ); mParams.addParam( "Color offset X", &mColorOffsetX, "min=0.000 max=1.000 step=0.001 keyDecr=e keyIncr=E" ); mParams.addParam( "Color offset Y", &mColorOffsetY, "min=0.000 max=1.000 step=0.001 keyDecr=f keyIncr=F" ); mParams.addSeparator(); mParams.addParam( "Light position", &mLightPosition ); mParams.addParam( "Light shininess", &mLightShininess, "min=0.000 max=10000.000 step=0.001 keyDecr=g keyIncr=G" ); mParams.addSeparator(); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addParam( "Full screen", &mFullScreen, "key=h" ); mParams.addButton( "Save screen shot", bind(& MeshApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind(& MeshApp::quit, this ), "key=esc" ); // Initialize texture mTextureFormat.setInternalFormat( GL_RGBA_FLOAT32_ATI ); mTextureDepth = gl::Texture( Surface32f( kMeshWidth, kMeshHeight, false, SurfaceChannelOrder::RGBA ), mTextureFormat ); // Initialize mesh initMesh(); // Run first window resize resize(); }
// Set up void UiApp::setup() { glShadeModel( GL_FLAT ); // Start device mDevice = Device::create(); mDevice->connectEventHandler( &UiApp::onFrame, this ); // Load cursor textures for ( size_t i = 0; i < 3; ++i ) { switch ( (CursorType)i ) { case CursorType::GRAB: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) ); break; case CursorType::HAND: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) ); break; case CursorType::TOUCH: mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) ); break; case NONE: break; } mTexture[ i ].setMagFilter( GL_NEAREST ); mTexture[ i ].setMinFilter( GL_NEAREST ); } // Initialize cursor mCursorType = CursorType::NONE; mCursorPosition = Vec2f::zero(); mCursorPositionTarget = Vec2f::zero(); mFingerTipPosition = Vec2i::zero(); // Load UI textures mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) ); mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) ); mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) ); mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) ); // Disable anti-aliasing mButton[ 0 ].setMagFilter( GL_NEAREST ); mButton[ 0 ].setMinFilter( GL_NEAREST ); mButton[ 1 ].setMagFilter( GL_NEAREST ); mButton[ 1 ].setMinFilter( GL_NEAREST ); mSlider.setMagFilter( GL_NEAREST ); mSlider.setMinFilter( GL_NEAREST ); mTrack.setMagFilter( GL_NEAREST ); mTrack.setMinFilter( GL_NEAREST ); // Params mFrameRate = 0.0f; mFullScreen = false; mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) ); mParams.addParam( "Frame rate", &mFrameRate, "", true ); mParams.addParam( "Full screen", &mFullScreen, "key=f" ); mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" ); mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" ); // Run resize to initialize layout resize(); }