void redEyeApp::setup() { //-settings mListener.setup(43334); //osc input port //--defaults mHide= false; //also keydown 'i' mError= ""; mOsc= ""; mMode= 5; mAmplitude= 0.0f; mNumSamples= 512; mDownSample= 0; mWidth= 1.0f; mColorBack= ColorA(0.0f, 0.0f, 0.0f, 1.0f); //mVisible0= mVisible1= true; mScale0= mScale1= Vec3f(1.0f, 1.0f, 1.0f); mTranslate0= mTranslate1= Vec3f::zero(); mColor0= ColorA(1.0f, 0.0f, 0.0f, 1.0f); mColor1= ColorA(0.0f, 1.0f, 0.0f, 1.0f); //--audio mInput= audio::Input(); //use default input device mInput.start(); //start capturing //--shaders mPathFrag= getPathDirectory(app::getAppPath().string())+"data/_default_frag.glsl"; mPathVert= getPathDirectory(app::getAppPath().string())+"data/_default_vert.glsl"; //loadShader(); //--parameter window mParams= params::InterfaceGl::create(getWindow(), "redEye", toPixels(Vec2i(200, 400))); //mParams->addText("text", ("label=`redEye`")); mParams->addParam("NumSamples", &mNumSamples, "min=1 max=2048 step=1"); mParams->addParam("DownSample", &mDownSample, "min=0 max=2047 step=1"); mParams->addParam("Width", &mWidth, "min=0 max=1000 step=1"); mParams->addParam("Back color", &mColorBack, ""); mParams->addSeparator(); //mParams->addParam("Visible", &mVisible0); mParams->addParam("Scale", &mScale0); mParams->addParam("Rotate", &mRotate0); mParams->addParam("Translate", &mTranslate0); mParams->addParam("Color", &mColor0, ""); /*mParams->addSeparator(); mParams->addParam("Visible1", &mVisible1); mParams->addParam("Scale1", &mScale1); mParams->addParam("Rotate1", &mRotate1); mParams->addParam("Translate1", &mTranslate1); mParams->addParam("Color1", &mColor1, "");*/ //mParams->addParam("Cube Size", &mObjSize, "min=0.1 max=20.5 step=0.5 keyIncr=z keyDecr=Z"); mParams->addSeparator(); mParams->addParam("String00", &mNameFrag, "label=`frag (f):`"); mParams->addParam("String01", &mNameVert, "label=`vert (v):`"); mParams->addParam("String02", &mError, "label=`error:`"); mParams->addParam("String03", &mOsc, "label=`osc:`"); mParams->addParam("String04", &mMode, "label=`mode (m):`"); mParams->addParam("String05", &mFps, "label=`fps:`"); }
void MilluminApp::setup() { listener.setup(5001); host = "127.0.0.1"; port = 5000; sender.setup(host, port); mTex = gl::Texture(200, 100); //create our texture to publish mSurface = Surface8u(200, 100, false); //create a surface to manipulate randomizeSurface(&mSurface); //randomize our surface mTex.update(mSurface); //tell the texture about our changes archimedes.set(100.f, 0.6f); //set up and calculate our spiral archimedes.calc(); mRot = 0.f; mScreenSyphon.setName("Cinder Screen"); // set a name for each item to be published mTextureSyphon.setName("Cinder Texture"); mClientSyphon.setup(); // in order for this to work, you must run simple server from the testapps directory // any other syphon item you create would work as well, just change the name mClientSyphon.setApplicationName("Simple Server"); mClientSyphon.setServerName(""); mClientSyphon.bind(); }
void osc_exampleApp::setup() { mListener.setup(23232); for (auto& emg : mEMG) { emg.resize(1000); std::fill(emg.begin(), emg.end(), 0); } }
void PxlFkr::setup() { // Todo: enable resize from lua setWindowSize(1024, 768); listener.setup(PORT); luaBridge.setup(); }
void OSCListenerApp::setup() { listener.setup( 3000 ); positionX = 0; }
void EpicMonsterApp::setup() { mScreenSyphon.setName("Epic Monster Demo"); mFallDirection = Vec3f(0.0,-1.0,0.0); listener.setup(7000); // Slows down particle pulses mTimerSlower = 0.05; // Number of iterations for particle drawing to texture n = Vec3f(128, 128, 0); // Where texture baking shader starts drawing (obsolete) mParTexOffset = Vec3f(-1.0, 1.0, 0.0); timer = cinder::Timer(true); mStep = true; try { // Multiple render targets shader updates the positions/velocities mParticlesShader = gl::GlslProg( ci::app::loadResource( PASSTHROUGH_VERT ), ci::app::loadResource( PARTICLES_FRAG )); // Vertex displacement shader mDisplacementShader = gl::GlslProg( ci::app::loadResource( VERTEXDISPLACEMENT_VERT ), ci::app::loadResource( VERTEXDISPLACEMENT_FRAG )); mBakeShader = gl::GlslProg( ci::app::loadResource( BAKE_VERT ), ci::app::loadResource( BAKE_FRAG )); } catch( ci::gl::GlslProgCompileExc &exc ) { std::cout << "Shader compile error: " << endl; std::cout << exc.what(); } catch( const std::exception& ex ) { std::cout << "Unable to load shader" << endl; } setupPingPongFbo(); // THE VBO HAS TO BE DRAWN AFTER FBO! setupVBO(); // End of Particle setup try { mAssimpLoader = assimp::AssimpLoader( getAssetPath( "Monsu7b.dae" ) ); } catch(const std::exception& ex ) { std::cout << "Model loading error: " << endl; std::cout << ex.what(); } mNormalMap = gl::Texture( loadImage( loadResource( RES_NORMAL ) ) ); mAssimpLoader.enableSkinning(); mNodeNames = mAssimpLoader.getNodeNames(); if ( mNodeNames.empty () ) { mNodeNames.push_back( "NO BONES!" ); mNoBones = true; } else { mNoBones = false; } // query original node orientations from model mNodeOrientations.assign( mNodeNames.size(), Quatf() ); if ( !mNoBones ) { for ( size_t i = 0; i < mNodeOrientations.size(); ++i ) { mNodeOrientations[ i ] = mAssimpLoader.getNodeOrientation( mNodeNames[ i ] ); } } // query original node orientations from model mNodePositions.assign( mNodeNames.size(), Vec3f() ); if ( !mNoBones ) { for ( size_t i = 0; i < mNodePositions.size(); ++i ) { mNodePositions[ i ] = mAssimpLoader.getNodePosition( mNodeNames[ i ] ); } } mNodeIndex = 0; triangles = mAssimpLoader.totalTriangles(); mEnableWireframe = false; mEnableDebugTexture = false; mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) ); setupParams(); CameraPersp cam; cam.setPerspective( 60, getWindowAspectRatio(), 0.1f, 1000.0f ); cam.setEyePoint( Vec3f( 0, 1, 3 ) ); cam.setCenterOfInterestPoint( Vec3f( 0, 0, 0 ) ); mMayaCam.setCurrentCam( cam ); }