void CatalogApp::initBrightVbo() { gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticColorsRGB(); int numVertices = FBO_WIDTH * FBO_HEIGHT; // 1 quad per particle // 2 triangles make up the quad // 3 points per triangle mBrightVbo = gl::VboMesh( numVertices * 2 * 3, 0, layout, GL_TRIANGLES ); float s = 0.5f; Vec3f p0( -s, -s, 0.0f ); Vec3f p1( -s, s, 0.0f ); Vec3f p2( s, s, 0.0f ); Vec3f p3( s, -s, 0.0f ); Vec2f t0( 0.0f, 0.0f ); Vec2f t1( 0.0f, 1.0f ); Vec2f t2( 1.0f, 1.0f ); Vec2f t3( 1.0f, 0.0f ); vector<Vec3f> positions; vector<Vec2f> texCoords; vector<Color> colors; for( int x = 0; x < FBO_WIDTH; ++x ) { for( int y = 0; y < FBO_HEIGHT; ++y ) { float u = (float)x/(float)FBO_WIDTH; float v = (float)y/(float)FBO_HEIGHT; Color c = Color( u, v, 0.0f ); positions.push_back( p0 ); positions.push_back( p1 ); positions.push_back( p2 ); texCoords.push_back( t0 ); texCoords.push_back( t1 ); texCoords.push_back( t2 ); colors.push_back( c ); colors.push_back( c ); colors.push_back( c ); positions.push_back( p0 ); positions.push_back( p2 ); positions.push_back( p3 ); texCoords.push_back( t0 ); texCoords.push_back( t2 ); texCoords.push_back( t3 ); colors.push_back( c ); colors.push_back( c ); colors.push_back( c ); } } mBrightVbo.bufferPositions( positions ); mBrightVbo.bufferTexCoords2d( 0, texCoords ); mBrightVbo.bufferColorsRGB( colors ); mBrightVbo.unbindBuffers(); }
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); }