void ParamApp::setup() { gl::enableDepthRead(); gl::enableAlphaBlending(); param = cinder::params::InterfaceGl("Param Test", Vec2i(300, 200)); param.addParam("Camera", &camera_rotate); param.addParam("Rotate", &rotate); camera.setPerspective(60.0f, getWindowAspectRatio(), 5.0f, 2000.0f); camera.lookAt(Vec3f(0, 0, 300), Vec3f::zero(), Vec3f::yAxis()); }
/* * @Description: setup function ( more aesthetic as could be in constructor here ) * @param: none * @return: none */ void Base_ThreeD_ProjectApp::setup() { RENDER_MODE = 3; glEnable( GL_LIGHTING ); glEnable( GL_DEPTH_TEST ); glEnable(GL_RESCALE_NORMAL); //important if things are being scaled as OpenGL also scales normals ( for proper lighting they need to be normalized ) mParams = params::InterfaceGl( "3D_Scene_Base", Vec2i( 225, 125 ) ); mParams.addParam( "Framerate", &mCurrFramerate, "", true ); mParams.addParam( "Eye Distance", &mCameraDistance, "min=-100.0 max=-5.0 step=1.0 keyIncr== keyDecr=-"); mParams.addParam( "Lighting On", &mLightingOn, "key=l"); mParams.addParam( "Show/Hide Params", &mShowParams, "key=x"); mParams.addSeparator(); mCurrFramerate = 0.0f; mLightingOn = true; mViewFromLight = false; mShowParams = true; //create camera mCameraDistance = CAM_POSITION_INIT.z; mEye = Vec3f(CAM_POSITION_INIT.x, CAM_POSITION_INIT.y, CAM_POSITION_INIT.z); mCenter = Vec3f::zero(); mUp = Vec3f::yAxis(); mCam = new CameraPersp( getWindowWidth(), getWindowHeight(), 180.0f ); mCam->lookAt(mEye, mCenter, mUp); mCam->setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 50.0f ); gl::setMatrices( *mCam ); //create light mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->lookAt( Vec3f(LIGHT_POSITION_INIT.x, LIGHT_POSITION_INIT.y * -1, LIGHT_POSITION_INIT.z), Vec3f( 0, 0, 0 ) ); mLight->setAmbient( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setShadowParams( 100.0f, 1.0f, 20.0f ); mLight->update( *mCam ); mLight->enable(); //create light ref mLightRef = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLightRef->lookAt( LIGHT_POSITION_INIT, Vec3f( 0, 0, 0 ) ); mLightRef->setShadowParams( 100.0f, 1.0f, 20.0f ); //DEBUG Test objects ci::ColorA pink( CM_RGB, 0.84f, 0.49f, 0.50f, 1.0f ); ci::ColorA green( CM_RGB, 0.39f, 0.78f, 0.64f, 1.0f ); ci::ColorA blue( CM_RGB, 0.32f, 0.59f, 0.81f, 1.0f ); ci::ColorA orange( CM_RGB, 0.77f, 0.35f, 0.35f, 1.0f ); gl::Material torusMaterial; torusMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) ); torusMaterial.setDiffuse( pink ); torusMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) ); torusMaterial.setShininess( 25.0f ); gl::Material boardMaterial; boardMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) ); boardMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) ); boardMaterial.setDiffuse( green ); boardMaterial.setShininess( 0.0f ); gl::Material boxMaterial; boxMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) ); boxMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) ); boxMaterial.setDiffuse( blue ); boxMaterial.setShininess( 0.0f ); gl::Material sphereMaterial; sphereMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) ); sphereMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) ); sphereMaterial.setDiffuse( orange ) ; sphereMaterial.setShininess( 35.0f ); //using DisplayLists for simplicity but highly recommend to use VBO's for serious work ( as DisplayLists will be deprecated soon ... and speed difference in now negligible ) mTorus = gl::DisplayList( GL_COMPILE ); mTorus.newList(); gl::drawTorus( 1.0f, 0.3f, 32, 64 ); mTorus.endList(); mTorus.setMaterial( torusMaterial ); mBoard = gl::DisplayList( GL_COMPILE ); mBoard.newList(); gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 10.0f, 0.1f, 10.0f ) ); mBoard.endList(); mBoard.setMaterial( boardMaterial ); mBox = gl::DisplayList( GL_COMPILE ); mBox.newList(); gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 1.0f, 1.0f, 1.0f ) ); mBox.endList(); mBox.setMaterial( boxMaterial ); mSphere = gl::DisplayList( GL_COMPILE ); mSphere.newList(); gl::drawSphere( Vec3f::zero(), 0.8f, 30 ); mSphere.endList(); mSphere.setMaterial( sphereMaterial ); //noise texture required for SSAO calculations mRandomNoise = gl::Texture( loadImage( loadResource( NOISE_SAMPLER ) ) ); initFBOs(); initShaders(); }
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; }