void BrainbowApp::scene2(){ // cout << "x: " << scaledX << endl; // cout << "y: " << scaledY << endl; // cout << "z: " << scaledZ << endl; if (!newLight){ mCloud.clear(); mLight->setAmbient( Color( 0.0f, 0.0f, 0.0f ) ); mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setShadowParams( 60.0f, 0.5f, 8.0f ); newLight = true; cubeTimer.start(); } if (scaledZ < 350 && targets.size() < 5 && cubeTimer.getSeconds() > 2){ addTarget(Vec3f (scaledX, scaledY, scaledZ)); cubeTimer = 0; cubeTimer.start(); } if (cubes.size() >= 45){ if ( !newCloud){ mCloud = SphereCloud(0, 500); newCloud = true; } if (newCloud && mCloud.getNumber() < 300 && gongTimer.getSeconds() > .5){ gongTimer = 0; gongTimer.start(); mCloud.addSphere(); mAudio.playTraz("bubble"); } } }
void MeshViewApp::setup() { loadConfig("configs/gaztank.ini"); setupCamera(); // Create lights m_light1 = new gl::Light(gl::Light::DIRECTIONAL, 0); m_light1->setDirection(Vec3f(0, 0, 1).normalized()); m_light1->setAmbient(Color(0.0f, 0.0f, 0.1f)); m_light1->setDiffuse(Color(0.9f, 0.6f, 0.3f)); m_light1->setSpecular(Color(0.9f, 0.6f, 0.3f)); m_light2 = new gl::Light(gl::Light::DIRECTIONAL, 1); m_light2->setDirection(Vec3f(0, 0, -1).normalized()); m_light2->setAmbient(Color(0.0f, 0.0f, 0.0f)); m_light2->setDiffuse(Color(0.2f, 0.6f, 1.0f)); m_light2->setSpecular(Color(0.2f, 0.2f, 0.2f)); // Setup matrix m_matrix.setToIdentity(); m_matrix.translate(Vec3f::zero()); m_matrix.rotate(Vec3f::zero()); m_matrix.scale(Vec3f::one()); m_rotateMesh = false; // Create a parameter window m_params = params::InterfaceGl::create(getWindow(), "Properties", Vec2i(180, 240)); m_params->addText("LMB + drag - rotate"); m_params->addText("RMB + drag - zoom"); m_params->addSeparator(); m_params->addButton("Full screen", [&] { setFullScreen(!isFullScreen()); }); m_params->addParam("Auto rotate", &m_rotateMesh); m_params->addSeparator(); m_params->addParam("Diffuse", &m_diffuseEnabled); m_params->addParam("Normal", &m_normalEnabled); m_params->addParam("Specular", &m_specularEnabled); m_params->addParam("AO", &m_aoEnabled); m_params->addParam("Emissive", &m_emissiveEnabled); m_params->addSeparator(); m_params->addParam("Gamma", &m_gamma, "min=0.0 max=10.0 step=0.1"); m_time = (float)getElapsedSeconds(); }
void ShadowMapSample::setup() { glPolygonOffset( 1.0f, 1.0f ); glEnable( GL_LIGHTING ); glEnable( GL_DEPTH_TEST ); mPaused = false; mLookThroughCamera = true; mDrawDepthMap = false; mCamera = new CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f ); mCamera->lookAt( vec3( 5, 5, 5 ), vec3( 0, 0, 0 ) ); mCamera->setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 100.0f ); mLight = new gl::Light( gl::Light::POINT, 0 ); mLight->lookAt( vec3( 1, 5, 1 ), vec3( 0, 0, 0 ) ); mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) ); mLight->setDiffuse( Color( 0.5f, 0.5f, 0.5f ) ); mLight->setSpecular( Color( 0.5f, 0.5f, 0.5f ) ); mLight->setShadowParams( 60.0f, 0.5f, 8.0f ); mLight->update( *mCamera ); mLight->enable(); gl::Material torusMaterial; torusMaterial.setSpecular( BLUE ); torusMaterial.setDiffuse( BLUE ); torusMaterial.setAmbient( Color( 0.1f, 0.1f, 0.1f ) ); torusMaterial.setShininess( 25.0f ); gl::Material backboardMaterial; backboardMaterial.setAmbient( RED ); backboardMaterial.setDiffuse( RED ); backboardMaterial.setShininess( 1.0f ); initShadowMap(); mTorus = gl::DisplayList( GL_COMPILE ); mTorus.newList(); gl::drawTorus( 1.0f, 0.3f, 32, 64 ); mTorus.endList(); mTorus.setMaterial( torusMaterial ); mBackboard = gl::DisplayList( GL_COMPILE ); mBackboard.newList(); gl::drawCube( vec3( 0.0f, -2.5f, 0.0f ), vec3( 5.0f, 0.1f, 5.0f ) ); mBackboard.endList(); mBackboard.setMaterial( backboardMaterial ); mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) ); mShader.bind(); mShader.uniform( "depthTexture", 0 ); }
void BrainbowApp::setup() { // LOAD AUDIO mAudio = AudioCont(); mAudio.setUp(); // START SCENE 1 sceneOne = true; sceneTwo = false; // Set up OpenGL gl::enableAlphaBlending(); gl::enableDepthRead(); gl::enableDepthWrite(); gongTimer.start(); ballTimer.start(); // LIGHTING //here glPolygonOffset( 1.0f, 1.0f ); glEnable( GL_LIGHTING ); glEnable( GL_DEPTH_TEST ); mLight = new gl::Light( gl::Light::POINT, 0 ); mLight->lookAt( Vec3f( 1, 5, 1 ), Vec3f (getWindowWidth(), getWindowHeight() * 0.5f, 0.0f )); mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) ); mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) ); mLight->setShadowParams( 60.0f, 0.5f, 8.0f ); // mLight->update( *mCamera ); mLight->enable(); //LOAD SHAPES colorSat = 1.0f; sphereMaterial.setSpecular( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) ); sphereMaterial.setDiffuse( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) ); sphereMaterial.setAmbient( ColorA(colorSat-0.3f, colorSat, colorSat, .05f ) ); sphereMaterial.setShininess( 1.0f ); sphereMaterial.setEmission(ColorA(1, 1, 1, 1 )); gl::Material cylMaterial; cylMaterial.setSpecular( ColorA(0, 1.0f, 1.0f, .2f )); cylMaterial.setDiffuse( ColorA(0, 1.0f, 1.0f, .2f ) ); cylMaterial.setAmbient( ColorA(0, 1.0f, 1.0f, .2f ) ); cylMaterial.setShininess( 600.0f ); cylMaterial.setEmission(ColorA(1, 1, 1, 1 )); gl::Material curMaterial; curMaterial.setSpecular( ColorA(1, .5, 0, .5f )); curMaterial.setDiffuse( ColorA(1, .5, 0, .5f ) ); curMaterial.setAmbient( ColorA(1, 1.0f, 1.0f, .05f ) ); curMaterial.setShininess( 600.0f ); curMaterial.setEmission(ColorA(1, 1, 1, 1 )); discMaterial.setSpecular( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) ); discMaterial.setDiffuse( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) ); discMaterial.setAmbient( ColorA(colorSat-0.3f, colorSat, colorSat, .05f ) ); discMaterial.setShininess( 600.0f ); discMaterial.setEmission(ColorA(1, 1, 1, 1 )); initShadowMap(); mCloud = SphereCloud(0, 70); mDiamond = gl::DisplayList( GL_COMPILE ); mDiamond.newList(); gl::drawSphere(Vec3f(0, 0, 0), 300, 4); mDiamond.endList(); mDiamond.setMaterial( sphereMaterial ); mCyl = gl::DisplayList( GL_COMPILE ); mCyl.newList(); // gl::drawCylinder(200, 200, 200); gl::drawColorCube(Vec3f(0, 0, 0), Vec3f(300, 300, 300)); mCyl.endList(); mCyl.setMaterial(cylMaterial); mCur = gl::DisplayList( GL_COMPILE ); mCur.newList(); gl::drawSphere(Vec3f(0, 0, 0), 5); mCur.endList(); mCur.setMaterial(curMaterial); mDisc = gl::DisplayList( GL_COMPILE ); mDisc.newList(); gl::drawSolidCircle(Vec2f(0, 0), 60, 6); mDisc.endList(); mDisc.setMaterial( discMaterial ); // START LEAP mLeap = LeapSdk::Device::create(); mCallbackId = mLeap->addCallback( &BrainbowApp::onFrame, this ); mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) ); mShader.bind(); mShader.uniform( "depthTexture", 0 ); }
/* * @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(); }