// Render the torus into the FBO void FBOMultipleTargetsApp::renderSceneToFbo() { // bind the framebuffer - now everything we draw will go there mFbo.bindFramebuffer(); // setup the viewport to match the dimensions of the FBO gl::setViewport( mFbo.getBounds() ); // setup our camera to render the torus scene CameraPersp cam( mFbo.getWidth(), mFbo.getHeight(), 60.0f ); cam.setPerspective( 60, mFbo.getAspectRatio(), 1, 1000 ); cam.lookAt( Vec3f( 2.8f, 1.8f, -2.8f ), Vec3f::zero() ); gl::setMatrices( cam ); // set the modelview matrix to reflect our current rotation gl::multModelView( mTorusRotation ); // clear out both of the attachments of the FBO with black gl::clear(); // render the torus with our multiple-output shader mShaderMultipleOuts.bind(); gl::drawTorus( 1.4f, 0.3f, 32, 64 ); mShaderMultipleOuts.unbind(); // unbind the framebuffer, so that drawing goes to the screen again mFbo.unbindFramebuffer(); }
void ChargesApp::setup() { //gl::disableVerticalSync(); gl::Fbo::Format format; format.enableDepthBuffer( false ); format.setSamples( 4 ); mFbo = gl::Fbo( 1280, 800, format ); mKawaseBloom = mndl::gl::fx::KawaseBloom( mFbo.getWidth(), mFbo.getHeight() ); mEffectCharge.setup(); mEffectCharge.instantiate(); mEffectCharge.setBounds( mFbo.getBounds() ); // Leap mLeap = LeapSdk::Device::create(); mLeapCallbackId = mLeap->addCallback( &ChargesApp::onFrame, this ); // params mndl::kit::params::PInterfaceGl::load( "params.xml" ); mParams = mndl::kit::params::PInterfaceGl( "Parameters", Vec2i( 200, 300 ) ); mParams.addPersistentSizeAndPosition(); mParams.addParam( "Fps", &mFps, "", true ); mParams.addSeparator(); mParams.addPersistentParam( "Line width", &mLineWidth, 4.5f, "min=.5 max=10 step=.1" ); mParams.addPersistentParam( "Bloom strength", &mBloomStrength, .8f, "min=0 max=1 step=.05" ); mParams.addPersistentParam( "Finger disapperance thr", &mFingerDisapperanceThreshold, .1f, "min=0 max=2 step=.05" ); mndl::kit::params::PInterfaceGl::showAllParams( false ); }
void HiKinectApp::generateNormalMap() { // bind the Fbo mFbo.bindFramebuffer(); // match the viewport to the Fbo dimensions gl::setViewport( mFbo.getBounds() ); // setup an ortho projection gl::setMatricesWindow( mFbo.getWidth(), mFbo.getHeight() ); // clear the Fbo gl::clear( Color( 0, 0, 0 ) ); // bind the shader, set its variables mNormalShader.bind(); mNormalShader.uniform( "normalStrength", mNormalStrength); mNormalShader.uniform( "texelWidth", 1.0f / (float)CAPTURE_WIDTH ); if ( mDepthTexture ) { gl::pushModelView(); // gl::translate( Vec3f( 0, mDepthTexture.getHeight(), 0 ) ); // gl::scale( Vec3f( 1, -1, 1 ) ); gl::draw( mDepthTexture ); gl::popModelView(); } // unbind the shader mNormalShader.unbind(); // unbind the Fbo mFbo.unbindFramebuffer(); }
// Render the torus into the FBO void FBOBasicApp::renderSceneToFbo() { // this will restore the old framebuffer binding when we leave this function // on non-OpenGL ES platforms, you can just call mFbo.unbindFramebuffer() at the end of the function // but this will restore the "screen" FBO on OpenGL ES, and does the right thing on both platforms gl::SaveFramebufferBinding bindingSaver; // bind the framebuffer - now everything we draw will go there mFbo.bindFramebuffer(); // setup the viewport to match the dimensions of the FBO gl::setViewport( mFbo.getBounds() ); // setup our camera to render the torus scene CameraPersp cam( mFbo.getWidth(), mFbo.getHeight(), 60.0f ); cam.setPerspective( 60, mFbo.getAspectRatio(), 1, 1000 ); cam.lookAt( Vec3f( 2.8f, 1.8f, -2.8f ), Vec3f::zero() ); gl::setMatrices( cam ); // set the modelview matrix to reflect our current rotation gl::multModelView( mTorusRotation ); // clear out the FBO with blue gl::clear( Color( 0.25, 0.5f, 1.0f ) ); // render an orange torus, with no textures glDisable( GL_TEXTURE_2D ); gl::color( Color( 1.0f, 0.5f, 0.25f ) ); gl::drawTorus( 1.4f, 0.3f, 32, 64 ); // gl::drawColorCube( Vec3f::zero(), Vec3f( 2.2f, 2.2f, 2.2f ) ); }
void ScreenShadersApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); // bind the Fbo mFbo.bindFramebuffer(); // match the viewport to the Fbo dimensions gl::setViewport( mFbo.getBounds() ); // setup an ortho projection gl::setMatricesWindow( mFbo.getWidth(), mFbo.getHeight() ); // clear the Fbo gl::clear( Color( 0, 0, 0 ) ); if ( mTexture ) { gl::draw( mTexture ); } // unbind the Fbo mFbo.unbindFramebuffer(); gl::setMatricesWindow( getWindowWidth(), getWindowHeight() ); float kernelRes = 21.0f; mBlurShader.bind(); mBlurShader.uniform( "kernelRes", kernelRes ); mBlurShader.uniform( "invKernelRes", 1.0f / kernelRes ); mBlurShader.uniform( "fboTex", 0 ); mBlurShader.uniform( "kernelTex", 1 ); mBlurShader.uniform( "orientationVector", Vec2f( 1.0f, 1.0f ) ); mBlurShader.uniform( "blurAmt", 1.0f ); mBlurShader.uniform( "colMulti", 1.0f ); mBlurKernel.bind( 1 ); gl::draw( mFbo.getTexture(0), Rectf( 0, getWindowHeight(), getWindowWidth(), 0 ) ); mBlurShader.unbind(); }
void BloomingNeonApp::draw() { // clear our window gl::clear( Color::black() ); // store our viewport, so we can restore it later Area viewport = gl::getViewport(); // render scene into mFboScene using illumination texture mTextureIllumination.enableAndBind(); mTextureSpecular.bind(1); gl::setViewport( mFboScene.getBounds() ); mFboScene.bindFramebuffer(); gl::pushMatrices(); gl::setMatricesWindow(SCENE_SIZE, SCENE_SIZE, false); gl::clear( Color::black() ); render(); gl::popMatrices(); mFboScene.unbindFramebuffer(); // bind the blur shader mShaderBlur.bind(); mShaderBlur.uniform("tex0", 0); // use texture unit 0 // tell the shader to blur horizontally and the size of 1 pixel mShaderBlur.uniform("sample_offset", Vec2f(1.0f/mFboBlur1.getWidth(), 0.0f)); mShaderBlur.uniform("attenuation", 2.5f); // copy a horizontally blurred version of our scene into the first blur Fbo gl::setViewport( mFboBlur1.getBounds() ); mFboBlur1.bindFramebuffer(); mFboScene.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(BLUR_SIZE, BLUR_SIZE, false); gl::clear( Color::black() ); gl::drawSolidRect( mFboBlur1.getBounds() ); gl::popMatrices(); mFboScene.unbindTexture(); mFboBlur1.unbindFramebuffer(); // tell the shader to blur vertically and the size of 1 pixel mShaderBlur.uniform("sample_offset", Vec2f(0.0f, 1.0f/mFboBlur2.getHeight())); mShaderBlur.uniform("attenuation", 2.5f); // copy a vertically blurred version of our blurred scene into the second blur Fbo gl::setViewport( mFboBlur2.getBounds() ); mFboBlur2.bindFramebuffer(); mFboBlur1.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(BLUR_SIZE, BLUR_SIZE, false); gl::clear( Color::black() ); gl::drawSolidRect( mFboBlur2.getBounds() ); gl::popMatrices(); mFboBlur1.unbindTexture(); mFboBlur2.unbindFramebuffer(); // unbind the shader mShaderBlur.unbind(); // render scene into mFboScene using color texture mTextureColor.enableAndBind(); mTextureSpecular.bind(1); gl::setViewport( mFboScene.getBounds() ); mFboScene.bindFramebuffer(); gl::pushMatrices(); gl::setMatricesWindow(SCENE_SIZE, SCENE_SIZE, false); gl::clear( Color::black() ); render(); gl::popMatrices(); mFboScene.unbindFramebuffer(); // restore the viewport gl::setViewport( viewport ); // because the Fbo's have their origin in the LOWER-left corner, // flip the Y-axis before drawing gl::pushModelView(); gl::translate( Vec2f(0, 256) ); gl::scale( Vec3f(1, -1, 1) ); // draw the 3 Fbo's gl::color( Color::white() ); gl::draw( mFboScene.getTexture(), Rectf(0, 0, 256, 256) ); drawStrokedRect( Rectf(0, 0, 256, 256) ); gl::draw( mFboBlur1.getTexture(), Rectf(260, 0, 260 + 256, 256) ); drawStrokedRect( Rectf(260, 0, 260 + 256, 256) ); gl::draw( mFboBlur2.getTexture(), Rectf(520, 0, 520 + 256, 256) ); drawStrokedRect( Rectf(520, 0, 520 + 256, 256) ); // draw our scene with the blurred version added as a blend gl::color( Color::white() ); gl::draw( mFboScene.getTexture(), Rectf(780, 0, 780 + 256, 256) ); gl::enableAdditiveBlending(); gl::draw( mFboBlur2.getTexture(), Rectf(780, 0, 780 + 256, 256) ); gl::disableAlphaBlending(); drawStrokedRect( Rectf(780, 0, 780 + 256, 256) ); // restore the modelview matrix gl::popModelView(); // draw info gl::enableAlphaBlending(); gl::drawStringCentered("Basic Scene", Vec2f(128, 236)); gl::drawStringCentered("First Blur Pass (Horizontal)", Vec2f(260 + 128, 236)); gl::drawStringCentered("Second Blur Pass (Vertical)", Vec2f(520 + 128, 236)); gl::drawStringCentered("Final Scene", Vec2f(780 + 128, 236)); gl::disableAlphaBlending(); }
void StarsApp::draw() { int w = getWindowWidth(); int h = getWindowHeight(); gl::clear( Color::black() ); if(mIsStereoscopic) { glPushAttrib( GL_VIEWPORT_BIT ); gl::pushMatrices(); // render left eye mCamera.enableStereoLeft(); gl::setViewport( Area(0, 0, w / 2, h) ); gl::setMatrices( mCamera.getCamera() ); render(); // draw user interface mUserInterface.draw("Stereoscopic Projection"); // render right eye mCamera.enableStereoRight(); gl::setViewport( Area(w / 2, 0, w, h) ); gl::setMatrices( mCamera.getCamera() ); render(); // draw user interface mUserInterface.draw("Stereoscopic Projection"); gl::popMatrices(); glPopAttrib(); } else if(mIsCylindrical) { // make sure we have a frame buffer to render to createFbo(); // determine correct aspect ratio and vertical field of view for each of the 3 views w = mFbo.getWidth() / 3; h = mFbo.getHeight(); const float aspect = float(w) / float(h); const float hFoV = 60.0f; const float vFoV = toDegrees( 2.0f * math<float>::atan( math<float>::tan( toRadians(hFoV) * 0.5f ) / aspect ) ); // for values smaller than 1.0, this will cause each view to overlap the other ones const float overlap = 1.0f; // bind the frame buffer object mFbo.bindFramebuffer(); // store viewport, camera and matrices, so we can restore later glPushAttrib( GL_VIEWPORT_BIT ); CameraStereo original = mCamera.getCamera(); gl::pushMatrices(); // setup camera CameraStereo cam = mCamera.getCamera(); cam.disableStereo(); cam.setAspectRatio(aspect); cam.setFov( vFoV ); Vec3f right, up; cam.getBillboardVectors(&right, &up); Vec3f forward = up.cross(right); // render left side gl::setViewport( Area(0, 0, w, h) ); cam.setViewDirection( Quatf(up, overlap * toRadians(hFoV)) * forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // render front side gl::setViewport( Area(w, 0, w*2, h) ); cam.setViewDirection( forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // draw user interface mUserInterface.draw( (boost::format("Cylindrical Projection (%d degrees)") % int( (1.0f + 2.0f * overlap) * hFoV ) ).str() ); // render right side gl::setViewport( Area(w*2, 0, w*3, h) ); cam.setViewDirection( Quatf(up, -overlap * toRadians(hFoV)) * forward ); cam.setWorldUp( up ); gl::setMatrices( cam ); render(); // unbind the frame buffer object mFbo.unbindFramebuffer(); // restore states gl::popMatrices(); mCamera.setCurrentCam(original); glPopAttrib(); // draw frame buffer and perform cylindrical projection using a fragment shader if(mShader) { float sides = 3; float radians = sides * toRadians( hFoV ); float reciprocal = 0.5f / sides; mShader.bind(); mShader.uniform("texture", 0); mShader.uniform("sides", sides); mShader.uniform("radians", radians ); mShader.uniform("reciprocal", reciprocal ); } Rectf centered = Rectf(mFbo.getBounds()).getCenteredFit( getWindowBounds(), false ); gl::draw( mFbo.getTexture(), centered ); if(mShader) mShader.unbind(); } else { mCamera.disableStereo(); gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); render(); gl::popMatrices(); // draw user interface mUserInterface.draw("Perspective Projection"); } // fade in at start of application gl::enableAlphaBlending(); double t = math<double>::clamp( mTimer.getSeconds() / 3.0, 0.0, 1.0 ); float a = ci::lerp<float>(1.0f, 0.0f, (float) t); if( a > 0.0f ) { gl::color( ColorA(0,0,0,a) ); gl::drawSolidRect( getWindowBounds() ); } gl::disableAlphaBlending(); }
void TextTestApp::draw() { // this pair of lines is the standard way to clear the screen in OpenGL glClearColor( 0,0,0,1 ); glClear( GL_COLOR_BUFFER_BIT ); if (flipScreen==true){ gl::pushMatrices(); gl::scale( Vec3f(-1, 1, 1) ); gl::translate( Vec2f(-ci::app::getWindowWidth(), 0 ) ); gl::translate( Vec3f(-1, 1, 1) ); } gl::enableAlphaBlending(); gl::enableAdditiveBlending(); mbackground.draw(); drawSkeleton(); // FONT NOW GETS RENDERED AFTER SCENE SO WE CAN OVERRIDE DRAW OPERATION IF REQUIRED currentScene->draw(); myFont.draw(); // kill this all and refresh gl::disableAlphaBlending(); gl::enableAdditiveBlending(); // store our viewport, so we can restore it later Area viewport = gl::getViewport(); // render a simple scene into mFboScene gl::setViewport( mFboScene.getBounds() ); mFboScene.bindFramebuffer(); gl::pushMatrices(); gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false ); gl::clear( ColorA( 0,0,0,1 )); fgParticles.draw(); //gl::drawSolidCircle( Vec2f(50,50), 20 ); //gl::draw( mFboScene.getTexture() );//TODO - screenshot? gl::popMatrices(); mFboScene.unbindFramebuffer(); // bind the blur shader mShaderBlur.bind(); mShaderBlur.uniform("tex0", 0); // use texture unit 0 // tell the shader to blur horizontally and the size of 1 pixel mShaderBlur.uniform("sampleOffset", Vec2f(1.0f/mFboBlur1.getWidth(), 0.0f)); // copy a horizontally blurred version of our scene into the first blur Fbo gl::setViewport( mFboBlur1.getBounds() ); mFboBlur1.bindFramebuffer(); mFboScene.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false ); gl::clear( Color::black() ); gl::drawSolidRect( mFboBlur1.getBounds() ); gl::popMatrices(); mFboScene.unbindTexture(); mFboBlur1.unbindFramebuffer(); // tell the shader to blur vertically and the size of 1 pixel mShaderBlur.uniform("sampleOffset", Vec2f(0.0f, 1.0f/mFboBlur2.getHeight())); // copy a vertically blurred version of our blurred scene into the second blur Fbo gl::setViewport( mFboBlur2.getBounds() ); mFboBlur2.bindFramebuffer(); mFboBlur1.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow( viewport.getWidth(), viewport.getHeight(), false ); gl::clear( Color::black() ); gl::drawSolidRect( mFboBlur2.getBounds() ); gl::popMatrices(); mFboBlur1.unbindTexture(); mFboBlur2.unbindFramebuffer(); // unbind the shader mShaderBlur.unbind(); // restore the viewport gl::setViewport( viewport ); // because the Fbo's have their origin in the LOWER-left corner, // flip the Y-axis before drawing gl::pushModelView(); gl::translate( Vec2f(0, 0 ) );// viewport.getHeight() ) ); gl::scale( Vec3f(1, 1, 1) ); // draw the 3 Fbo's //gl::color( Color::white() ); //gl::draw( mFboScene.getTexture(), Rectf(0, 0, 256, 256) ); //gl::draw( mFboBlur1.getTexture(), Rectf(260, 0, 260 + 256, 256) ); //gl::draw( mFboBlur2.getTexture(), Rectf(520, 0, 520 + 256, 256) ); // draw our scene with the blurred version added as a blend gl::color( Color::white() ); gl::enableAdditiveBlending(); gl::draw( mFboScene.getTexture(), Rectf(0, 0, viewport.getWidth(), viewport.getHeight() )); gl::draw( mFboBlur2.getTexture(), Rectf(0, 0, viewport.getWidth(), viewport.getHeight() )); gl::disableAlphaBlending(); // restore the modelview matrix gl::popModelView(); if (flipScreen == true){ gl::popMatrices(); } gl::color( Color(1.0,1.0,1.0) ); //These are for debug only //drawTitleSafeArea(); //OutlineParams::getInstance()->draw(); }
void KinectEcard::draw() { gl::clear( Color::black() ); gl::color( Color::white() ); // gl::setViewport( app::getWindowBounds() ); // draw FBO's gl::pushMatrices(); { // draw video stream and info string gl::pushMatrices(); mVideoFbo.getTexture().setFlipped(); gl::draw( mVideoFbo.getTexture() ); gl::pushMatrices(); gl::enableAlphaBlending(); gl::drawString( "Video stream ", Vec2f( 20, 10 ), ColorA::black(), Font( "Arial", 40 ) ); gl::disableAlphaBlending(); gl::popMatrices(); gl::popMatrices(); gl::pushMatrices(); gl::translate( mVideoFbo.getWidth(), 0 ); mDepthFbo.getTexture().setFlipped(); gl::draw( mDepthFbo.getTexture() ); gl::pushMatrices(); gl::enableAlphaBlending(); gl::drawString( "Depth stream ", Vec2f( 20, 10 ), ColorA::black(), Font( "Arial", 40 ) ); gl::disableAlphaBlending(); gl::popMatrices(); gl::popMatrices(); gl::popMatrices(); gl::pushMatrices(); gl::translate( 0, mVideoFbo.getHeight() ); gl::draw( mSubstractedVideoFbo.getTexture() ); gl::pushMatrices(); gl::enableAlphaBlending(); gl::drawString( "Result ", Vec2f( 20, 10 ), ColorA::black(), Font( "Arial", 40 ) ); gl::disableAlphaBlending(); gl::popMatrices(); gl::popMatrices(); gl::pushMatrices(); gl::translate( mVideoFbo.getWidth(), mVideoFbo.getHeight() ); mStoredDepthFbo.getTexture().setFlipped(); gl::draw( mStoredDepthFbo.getTexture() ); gl::pushMatrices(); gl::enableAlphaBlending(); gl::drawString( "Stored depth buffer ", Vec2f( 20, 10 ), ColorA::black(), Font( "Arial", 40 ) ); gl::disableAlphaBlending(); gl::popMatrices(); gl::popMatrices(); if( mDrawDepthCorrectionMap ){ gl::pushMatrices(); { gl::scale( 0.25f, 0.25f ); gl::draw( mCorrectionMap ); } gl::popMatrices(); } } gl::popMatrices(); // draw bounderies for niceness gl::pushMatrices(); gl::color( ColorA::black() ); gl::drawLine( Vec3i( 0, mVideoFbo.getHeight(), 0 ), Vec3i( mVideoFbo.getWidth()*2, mVideoFbo.getHeight(), 0 ) ); gl::drawLine( Vec3i( mVideoFbo.getWidth(), 0, 0 ), Vec3i( mVideoFbo.getWidth(), mVideoFbo.getHeight()*2, 0 ) ); gl::popMatrices(); mParams.draw(); }
void Simulacra::blur() { // glEnable( GL_TEXTURE_2D ); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Area viewport = gl::getViewport(); // render a simple scene into mFboScene gl::setViewport( sceneFBO.getBounds() ); sceneFBO.bindFramebuffer(); // gl::pushMatrices(); // gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); gl::pushMatrices(); gl::setMatrices(camera); try{ //Draw points synthMenu->drawTerrain(); synthMenu->drawSynths(); } catch(...) { std::cout << "drawing error!" << std::endl; } gl::popMatrices(); sceneFBO.unbindFramebuffer(); // bind the blur shader blurShader.bind(); blurShader.uniform("tex0", 0); // use texture unit 0 // tell the shader to blur horizontally and the size of 1 pixel blurShader.uniform("sampleOffset", Vec2f(1.0f/blurFBO1.getWidth(), 0.0f)); //FIRST PASS // copy a horizontally blurred version of our scene into the first blur Fbo gl::setViewport( blurFBO1.getBounds() ); blurFBO1.bindFramebuffer(); sceneFBO.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO1.getBounds() ); gl::popMatrices(); sceneFBO.unbindTexture(); blurFBO1.unbindFramebuffer(); // tell the shader to blur vertically and the size of 1 pixel blurShader.uniform("sampleOffset", Vec2f(0.0f, 1.0f/blurFBO2.getHeight())); // copy a vertically blurred version of our blurred scene into the second blur Fbo gl::setViewport( blurFBO2.getBounds() ); blurFBO2.bindFramebuffer(); blurFBO1.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO2.getBounds() ); gl::popMatrices(); blurFBO1.unbindTexture(); blurFBO2.unbindFramebuffer(); //SECOND PASS // copy a horizontally blurred version of our scene into the first blur Fbo blurShader.uniform("sampleOffset", Vec2f(1.0f/blurFBO1.getWidth(), 0.0f)); gl::setViewport( blurFBO1.getBounds() ); blurFBO1.bindFramebuffer(); blurFBO2.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO1.getBounds() ); gl::popMatrices(); blurFBO2.unbindTexture(); blurFBO1.unbindFramebuffer(); // tell the shader to blur vertically and the size of 1 pixel blurShader.uniform("sampleOffset", Vec2f(0.0f, 1.0f/blurFBO2.getHeight())); // copy a vertically blurred version of our blurred scene into the second blur Fbo gl::setViewport( blurFBO2.getBounds() ); blurFBO2.bindFramebuffer(); blurFBO1.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO2.getBounds() ); gl::popMatrices(); blurFBO1.unbindTexture(); blurFBO2.unbindFramebuffer(); if(section == 1) { //SECOND PASS // copy a horizontally blurred version of our scene into the first blur Fbo blurShader.uniform("sampleOffset", Vec2f(3.0f/blurFBO1.getWidth(), 0.0f)); gl::setViewport( blurFBO1.getBounds() ); blurFBO1.bindFramebuffer(); blurFBO2.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO1.getBounds() ); gl::popMatrices(); blurFBO2.unbindTexture(); blurFBO1.unbindFramebuffer(); // tell the shader to blur vertically and the size of 1 pixel blurShader.uniform("sampleOffset", Vec2f(0.0f, 3.0f/blurFBO2.getHeight())); // copy a vertically blurred version of our blurred scene into the second blur Fbo gl::setViewport( blurFBO2.getBounds() ); blurFBO2.bindFramebuffer(); blurFBO1.bindTexture(0); gl::pushMatrices(); gl::setMatricesWindow(FBO_WIDTH, FBO_HEIGHT, false); gl::clear( ColorA(0,0,0,0) ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glColor4f(1,1,1,1); gl::drawSolidRect( blurFBO2.getBounds() ); gl::popMatrices(); blurFBO1.unbindTexture(); blurFBO2.unbindFramebuffer(); } // unbind the shader blurShader.unbind(); //gl::translate(0,0,250); gl::setViewport( viewport ); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA,GL_ONE); // draw our scene with the blurred version added as a blend glColor4f(1,1,1,1); // gl::enableAlphaBlending(true); if(section==1) { finalFBO.bindFramebuffer(); } gl::clear(ColorA(0,0,0,1)); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); if(section!=1) { gl::pushMatrices(); gl::setMatrices(camera); synthMenu->drawTerrain(); synthMenu->drawSynths(); gl::popMatrices(); } gl::enableAdditiveBlending(); if(section == 1 || section == 2 || section == 3) { // gl::enableAlphaBlending(true); gl::draw( blurFBO2.getTexture(), getWindowBounds() ); gl::draw( blurFBO2.getTexture(), getWindowBounds() ); gl::draw( blurFBO2.getTexture(), getWindowBounds() ); gl::draw( blurFBO2.getTexture(), getWindowBounds() ); } gl::draw( blurFBO2.getTexture(), getWindowBounds() ); gl::disableAlphaBlending(); if(section==1) { finalFBO.unbindFramebuffer(); } }
void FolApp::setup() { gl::disableVerticalSync(); mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) ); mParams.addParam( "Blur amount", &mBlurAmount, "min=0 max=128 step=1" ); mParams.addParam( "Clip", &mClip, "min=0 max=1 step=.005" ); mParams.addParam( "Step", &mStep, "min=1 max=128 step=.5" ); mParams.addSeparator(); mParams.addParam( "Fps", &mFps, "", true ); mParams.addSeparator(); mParams.addButton( "Start recording", std::bind(&FolApp::toggleRecording, this )); mBlurKernelTexture = loadImage( loadResource( RES_BLUR_KERNEL ) ); mBlurShader = gl::GlslProg( loadResource( RES_PASSTHROUGH_VERT ), loadResource( RES_BLUR_FRAG ) ); mWaveShader = gl::GlslProg( loadResource( RES_WAVE_VERT ), loadResource( RES_WAVE_FRAG ) ); gl::Fbo::Format format; format.enableColorBuffer( true, 2 ); format.enableDepthBuffer( false ); mDepthFbo = gl::Fbo( 640, 480, format ); format.enableColorBuffer( true, 8 ); format.enableDepthBuffer( false ); format.setWrap( GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE ); mOutputFbo = gl::Fbo( mDepthFbo.getWidth(), mDepthFbo.getHeight(), format ); mBloomFbo = gl::Fbo( mDepthFbo.getWidth() / 4, mDepthFbo.getHeight() / 4, format ); mBloomShader = gl::GlslProg( loadResource( RES_KAWASE_BLOOM_VERT ), loadResource( RES_KAWASE_BLOOM_FRAG ) ); mBloomShader.bind(); mBloomShader.uniform( "tex", 0 ); mBloomShader.uniform( "pixelSize", Vec2f( 1. / mBloomFbo.getWidth(), 1. / mBloomFbo.getHeight() ) ); mBloomShader.unbind(); mMixerShader = gl::GlslProg( loadResource( RES_PASSTHROUGH_VERT ), loadResource( RES_MIXER_FRAG ) ); mMixerShader.bind(); int texUnits[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8 }; mMixerShader.uniform("tex", texUnits, 9); mMixerShader.unbind(); /* 0 0, 0, 0 1 0.00392157, 0, 0 2 0.0352941, 0.0235294, 0 3 0.0745098, 0.0627451, 0 4 0.117647, 0.12549, 0 5 0.172549, 0.239216, 0 6 0.227451, 0.388235, 0 7 0.278431, 0.533333, 0 8 0.345098, 0.717647, 0 9 0.407843, 0.898039, 0 10 0.466667, 0.980392, 0 11 0.529412, 0.898039, 0 12 0.6, 0.717647, 0 13 0.662745, 0.533333, 0 14 0.721569, 0.388235, 0 15 0.780392, 0.243137, 0 16 0.835294, 0.129412, 0 17 0.882353, 0.0627451, 0 18 0.933333, 0.0235294, 0 19 0.980392, 0, 0 20 1, 0, 0 */ createVbo(); // start OpenNI try { //mNI = OpenNI( OpenNI::Device() ); //* string path = getAppPath().string(); #ifdef CINDER_MAC path += "/../"; #endif path += "rec-12033015082700.oni"; mNI = OpenNI( path ); //*/ } catch (...) { console() << "Could not open Kinect" << endl; quit(); } mNI.setMirrored( true ); mNI.start(); }
void FolApp::draw() { gl::clear( Color::black() ); if ( !mDepthTexture ) return; // blur depth mDepthFbo.bindFramebuffer(); gl::setMatricesWindow( mDepthFbo.getSize(), false ); gl::setViewport( mDepthFbo.getBounds() ); mBlurShader.bind(); mBlurShader.uniform( "kernelSize", (float)mBlurKernelTexture.getWidth() ); mBlurShader.uniform( "invKernelSize", 1.f / mBlurKernelTexture.getWidth() ); mBlurShader.uniform( "imageTex", 0 ); mBlurShader.uniform( "kernelTex", 1 ); mBlurShader.uniform( "blurAmount", mBlurAmount ); // pass 1 glDrawBuffer( GL_COLOR_ATTACHMENT0_EXT ); //gl::enable( GL_TEXTURE_2D ); mDepthTexture.bind( 0 ); mBlurKernelTexture.bind( 1 ); mBlurShader.uniform( "stepVector", Vec2f( 1. / mDepthTexture.getWidth(), 0. ) ); gl::drawSolidRect( mDepthFbo.getBounds() ); mDepthTexture.unbind(); // pass 2 glDrawBuffer( GL_COLOR_ATTACHMENT1_EXT ); mDepthFbo.bindTexture( 0 ); mBlurShader.uniform( "stepVector", Vec2f( 0., 1. / mDepthFbo.getHeight() ) ); gl::drawSolidRect( mDepthFbo.getBounds() ); mDepthFbo.unbindTexture(); mBlurKernelTexture.unbind(); mBlurShader.unbind(); mDepthFbo.unbindFramebuffer(); // wave output mOutputFbo.bindFramebuffer(); gl::setMatricesWindow( mOutputFbo.getSize(), false ); gl::setViewport( mOutputFbo.getBounds() ); gl::clear( Color::black() ); gl::disableDepthRead(); gl::disableDepthWrite(); gl::enableAdditiveBlending(); gl::color( ColorA( 1, 1, 1, .0195 ) ); gl::pushMatrices(); gl::scale( Vec2f( getWindowWidth() / (float)VBO_X_SIZE, getWindowHeight() / (float)VBO_Y_SIZE) ); mDepthFbo.getTexture( 1 ).bind(); mWaveShader.bind(); mWaveShader.uniform( "tex", 0 ); mWaveShader.uniform( "invSize", Vec2f( mStep / mDepthFbo.getWidth(), mStep / mDepthFbo.getHeight() ) ); mWaveShader.uniform( "clip", mClip ); gl::draw( mVboMesh ); mWaveShader.unbind(); gl::popMatrices(); gl::disableAlphaBlending(); mOutputFbo.unbindFramebuffer(); // bloom mBloomFbo.bindFramebuffer(); gl::setMatricesWindow( mBloomFbo.getSize(), false ); gl::setViewport( mBloomFbo.getBounds() ); gl::color( Color::white() ); mOutputFbo.getTexture().bind(); mBloomShader.bind(); for (int i = 0; i < 8; i++) { glDrawBuffer( GL_COLOR_ATTACHMENT0_EXT + i ); mBloomShader.uniform( "iteration", i ); gl::drawSolidRect( mBloomFbo.getBounds() ); mBloomFbo.bindTexture( 0, i ); } mBloomShader.unbind(); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); mBloomFbo.unbindFramebuffer(); // output mixer gl::setMatricesWindow( getWindowSize() ); gl::setViewport( getWindowBounds() ); mMixerShader.bind(); gl::enable( GL_TEXTURE_2D ); mOutputFbo.getTexture().bind( 0 ); for (int i = 0; i < 8; i++) { mBloomFbo.getTexture( i ).bind( i + 1 ); } gl::drawSolidRect( mOutputFbo.getBounds() ); gl::disable( GL_TEXTURE_2D ); mMixerShader.unbind(); //gl::draw( mOutputFbo.getTexture(), getWindowBounds() ); //gl::draw( mDepthFbo.getTexture( 1 ), getWindowBounds() ); params::InterfaceGl::draw(); }