void gpuPSApp::setupTextures(){ // Position 2D texture array mInitPos = Surface32f( SIDE, SIDE, true); Surface32f::Iter pixelIter = mInitPos.getIter(); while( pixelIter.line() ) { while( pixelIter.pixel() ) { /* Initial particle positions are passed in as R,G,B float values. Alpha is used as particle mass. */ mInitPos.setPixel( pixelIter.getPos(), ColorAf( Rand::randFloat()-0.5f, Rand::randFloat()-0.5f, Rand::randFloat()-0.5f, Rand::randFloat(0.2f, 1.0f) ) ); } } gl::Texture::Format tFormat; tFormat.setInternalFormat(GL_RGBA32F_ARB); mPositions = gl::Texture( mInitPos, tFormat); mPositions.setWrap( GL_REPEAT, GL_REPEAT ); mPositions.setMinFilter( GL_NEAREST ); mPositions.setMagFilter( GL_NEAREST ); //Velocity 2D texture array mInitVel = Surface32f( SIDE, SIDE, true); pixelIter = mInitVel.getIter(); while( pixelIter.line() ) { while( pixelIter.pixel() ) { /* Initial particle velocities are passed in as R,G,B float values. */ mInitVel.setPixel( pixelIter.getPos(), ColorAf( 0.0f, 0.0f, 0.0f, 1.0f ) ); } } mVelocities = gl::Texture( mInitVel, tFormat); mVelocities.setWrap( GL_REPEAT, GL_REPEAT ); mVelocities.setMinFilter( GL_NEAREST ); mVelocities.setMagFilter( GL_NEAREST ); }
void RDiffusionApp::setup() { mReactionU = 0.25f; mReactionV = 0.04f; mReactionK = 0.047f; mReactionF = 0.1f; mMousePressed = false; // Setup the parameters mParams = params::InterfaceGl( "Parameters", Vec2i( 175, 100 ) ); mParams.addParam( "Reaction u", &mReactionU, "min=0.0 max=0.4 step=0.01 keyIncr=u keyDecr=U" ); mParams.addParam( "Reaction v", &mReactionV, "min=0.0 max=0.4 step=0.01 keyIncr=v keyDecr=V" ); mParams.addParam( "Reaction k", &mReactionK, "min=0.0 max=1.0 step=0.001 keyIncr=k keyDecr=K" ); mParams.addParam( "Reaction f", &mReactionF, "min=0.0 max=1.0 step=0.001 keyIncr=f keyDecr=F" ); gl::Fbo::Format format; format.enableDepthBuffer( false ); mCurrentFBO = 0; mOtherFBO = 1; mFBOs[0] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format ); mFBOs[1] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format ); mShader = gl::GlslProg( loadResource( RES_PASS_THRU_VERT ), loadResource( RES_GSRD_FRAG ) ); mTexture = gl::Texture( loadImage( loadResource( RES_STARTER_IMAGE ) ) ); mTexture.setWrap( GL_REPEAT, GL_REPEAT ); mTexture.setMinFilter( GL_LINEAR ); mTexture.setMagFilter( GL_LINEAR ); mTexture.bind( 1 ); resetFBOs(); }
void MemExploreApp::draw() { mTexture = gl::Texture(mDataPointer, GL_RGBA, mVolumeDim * mTilesDim, mVolumeDim * mTilesDim); mTexture.setWrap(GL_REPEAT, GL_REPEAT); mTexture.setMinFilter(GL_NEAREST); mTexture.setMagFilter(GL_NEAREST); float frustum[6]; mCamera.getFrustum(&frustum[0], &frustum[1], &frustum[2], &frustum[3], &frustum[4], &frustum[5]); mFbo.bindFramebuffer(); gl::setMatricesWindow(mFbo.getSize(), false); mProgram.bind(); mProgram.uniform("uTexture", 0); mProgram.uniform("uVolumeDim", mVolumeDim); mProgram.uniform("uTilesDim", mTilesDim); mProgram.uniform("uTime", (float)getElapsedSeconds()); mProgram.uniform("uEyePoint", mCamera.getEyePoint()); mProgram.uniform("uXAxis", mCamera.getOrientation() * Vec3f::xAxis()); mProgram.uniform("uYAxis", mCamera.getOrientation() * Vec3f::yAxis()); mProgram.uniform("uViewDistance", mCamera.getAspectRatio() / abs(frustum[2] - frustum[0]) * mCamera.getNearClip()); mProgram.uniform("uNegViewDir", -mCamera.getViewDirection().normalized()); mProgram.uniform("uAspectRatio", mCamera.getAspectRatio()); mTexture.enableAndBind(); gl::drawSolidRect(mFbo.getBounds()); mTexture.unbind(); mProgram.unbind(); mFbo.unbindFramebuffer(); gl::setMatricesWindow(getWindowSize()); gl::draw(mFbo.getTexture(), getWindowBounds()); }
void shaderExternalFileExampleApp::update(){ if( mCapture && mCapture.checkNewFrame() ) { mTexture = gl::Texture( mCapture.getSurface() ); mTexture.setWrap(GL_CLAMP, GL_CLAMP); mTexture.setMinFilter(GL_NEAREST); mTexture.setMagFilter(GL_NEAREST); } }
void VboSampleApp::setup() { mCamera.setAspectRatio(getWindowAspectRatio()); mTexture = bluegin::getTextureAsset("cinder_logo.png"); mTexture.setMinFilter(GL_LINEAR); mTexture.setMagFilter(GL_LINEAR); gl::VboMesh::Layout layout; layout.setStaticIndices(); layout.setStaticPositions(); layout.setStaticTexCoords2d(); const int vertexCount = 4; const int indexCount = 6; mVboMesh = gl::VboMesh( vertexCount, indexCount, layout, GL_TRIANGLES ); vector<Vec3f> positions; positions.push_back(Vec3f(-1.0f, 1.0f, 0)); positions.push_back(Vec3f(-1.0f, -1.0f, 0)); positions.push_back(Vec3f(1.0f, -1.0f, 0)); positions.push_back(Vec3f(1.0f, 1.0f, 0)); mVboMesh.bufferPositions(positions); vector<Vec2f> texcoords; texcoords.push_back(Vec2f(0, 0)); texcoords.push_back(Vec2f(0, 1.0f)); texcoords.push_back(Vec2f(1.0f, 1.0f)); texcoords.push_back(Vec2f(1.0f, 0)); mVboMesh.bufferTexCoords2d(0, texcoords); vector<index_t> indices; indices.push_back(index_t(0)); indices.push_back(index_t(1)); indices.push_back(index_t(2)); indices.push_back(index_t(2)); indices.push_back(index_t(3)); indices.push_back(index_t(0)); mVboMesh.bufferIndices(indices); }
void millionParticlesApp::setup() { gl::clear(); try { mPosShader = gl::GlslProg(ci::app::loadResource(POS_VS),ci::app::loadResource(POS_FS)); mVelShader = gl::GlslProg(ci::app::loadResource(VEL_VS),ci::app::loadResource(VEL_FS)); } catch( gl::GlslProgCompileExc &exc ) { std::cout << "Shader compile error: " << std::endl; std::cout << exc.what(); } catch( ... ) { std::cout << "Unable to load shader" << std::endl; } //controls mDrawTextures = false; mIsFullScreen = false; mFrameCounter = 0; mPerlin = Perlin(32,clock() * .1f); //initialize buffer Surface32f mPosSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mVelSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mInfoSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mNoiseSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f::Iter iterator = mPosSurface.getIter(); while(iterator.line()) { while(iterator.pixel()) { mVertPos = Vec3f(Rand::randFloat(getWindowWidth()) / (float)getWindowWidth(), Rand::randFloat(getWindowHeight()) / (float)getWindowHeight(),0.0f); //velocity Vec2f vel = Vec2f(Rand::randFloat(-.005f,.005f),Rand::randFloat(-.005f,.005f)); float nX = iterator.x() * 0.005f; float nY = iterator.y() * 0.005f; float nZ = app::getElapsedSeconds() * 0.1f; Vec3f v( nX, nY, nZ ); float noise = mPerlin.fBm( v ); float angle = noise * 15.0f ; //vel = Vec3f( cos( angle ) * 6.28f, cos( angle ) * 6.28f, 0.0f ); //noise mNoiseSurface.setPixel(iterator.getPos(), Color( cos( angle ) * Rand::randFloat(.00005f,.0002f), sin( angle ) * Rand::randFloat(.00005f,.0002f), 0.0f )); //position + mass mPosSurface.setPixel(iterator.getPos(), ColorA(mVertPos.x,mVertPos.y,mVertPos.z, Rand::randFloat(.00005f,.0002f))); //forces + decay mVelSurface.setPixel(iterator.getPos(), Color(vel.x,vel.y, Rand::randFloat(.01f,1.00f))); //particle age mInfoSurface.setPixel(iterator.getPos(), ColorA(Rand::randFloat(.007f,1.0f), 1.0f,0.00f,1.00f)); } } //gl texture settings gl::Texture::Format tFormat; tFormat.setInternalFormat(GL_RGBA16F_ARB); gl::Texture::Format tFormatSmall; tFormat.setInternalFormat(GL_RGBA8); mSpriteTex = gl::Texture( loadImage( loadResource( "point.png" ) ), tFormatSmall); mNoiseTex = gl::Texture(mNoiseSurface, tFormatSmall); mNoiseTex.setWrap( GL_REPEAT, GL_REPEAT ); mNoiseTex.setMinFilter( GL_NEAREST ); mNoiseTex.setMagFilter( GL_NEAREST ); mPosTex = gl::Texture(mPosSurface, tFormat); mPosTex.setWrap( GL_REPEAT, GL_REPEAT ); mPosTex.setMinFilter( GL_NEAREST ); mPosTex.setMagFilter( GL_NEAREST ); mVelTex = gl::Texture(mVelSurface, tFormat); mVelTex.setWrap( GL_REPEAT, GL_REPEAT ); mVelTex.setMinFilter( GL_NEAREST ); mVelTex.setMagFilter( GL_NEAREST ); mInfoTex = gl::Texture(mInfoSurface, tFormatSmall); mInfoTex.setWrap( GL_REPEAT, GL_REPEAT ); mInfoTex.setMinFilter( GL_NEAREST ); mInfoTex.setMagFilter( GL_NEAREST ); //initialize fbo gl::Fbo::Format format; format.enableDepthBuffer(false); format.enableColorBuffer(true, 3); format.setMinFilter( GL_NEAREST ); format.setMagFilter( GL_NEAREST ); format.setWrap(GL_CLAMP,GL_CLAMP); format.setColorInternalFormat( GL_RGBA16F_ARB ); mFbo[0] = gl::Fbo(PARTICLES,PARTICLES, format); mFbo[1] = gl::Fbo(PARTICLES,PARTICLES, format); initFBO(); //fill dummy fbo vector<Vec2f> texCoords; vector<Vec3f> vertCoords, normCoords; vector<uint32_t> indices; gl::VboMesh::Layout layout; layout.setStaticIndices(); layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticNormals(); mVbo = gl::VboMesh(PARTICLES*PARTICLES,PARTICLES*PARTICLES,layout,GL_POINTS); for (int x = 0; x < PARTICLES; ++x) { for (int y = 0; y < PARTICLES; ++y) { indices.push_back( x * PARTICLES + y); texCoords.push_back( Vec2f( x/(float)PARTICLES, y/(float)PARTICLES)); } } mVbo.bufferIndices(indices); mVbo.bufferTexCoords2d(0, texCoords); }