void RepulsionApp::createSphere( gl::VboMesh &vbo, int res ) { float X = 0.525731112119f; float Z = 0.850650808352f; static Vec3f verts[12] = { Vec3f( -X, 0.0f, Z ), Vec3f( X, 0.0f, Z ), Vec3f( -X, 0.0f, -Z ), Vec3f( X, 0.0f, -Z ), Vec3f( 0.0f, Z, X ), Vec3f( 0.0f, Z, -X ), Vec3f( 0.0f, -Z, X ), Vec3f( 0.0f, -Z, -X ), Vec3f( Z, X, 0.0f ), Vec3f( -Z, X, 0.0f ), Vec3f( Z, -X, 0.0f ), Vec3f( -Z, -X, 0.0f ) }; static GLuint triIndices[20][3] = { {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3}, {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} }; gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticNormals(); layout.setStaticColorsRGB(); mPosCoords.clear(); mNormals.clear(); mColors.clear(); float invWidth = 1.0f/(float)FBO_WIDTH; float invHeight = 1.0f/(float)FBO_HEIGHT; for( int x = 0; x < FBO_WIDTH; ++x ) { for( int y = 0; y < FBO_HEIGHT; ++y ) { float u = ( (float)x + 0.5f ) * invWidth; float v = ( (float)y + 0.5f ) * invHeight; Colorf c = Colorf( u, v, 0.0f ); for( int i=0; i<20; i++ ){ drawSphereTri( verts[triIndices[i][0]], verts[triIndices[i][1]], verts[triIndices[i][2]], res, c ); } } } vbo = gl::VboMesh( mPosCoords.size(), 0, layout, GL_TRIANGLES ); vbo.bufferPositions( mPosCoords ); vbo.bufferNormals( mNormals ); vbo.bufferColorsRGB( mColors ); vbo.unbindBuffers(); }
void CatalogApp::initFaintVbo() { gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticColorsRGB(); int numFaintStars = mFaintStars.size(); mFaintVbo = gl::VboMesh( numFaintStars, 0, layout, GL_POINTS ); vector<Vec3f> positions; vector<Color> colors; for( int i=0; i<numFaintStars; i++ ){ positions.push_back( mFaintStars[i]->mPos ); colors.push_back( Color( mFaintStars[i]->mColor, 0.0f, 0.0f ) ); } mFaintVbo.bufferPositions( positions ); mFaintVbo.bufferColorsRGB( colors ); mFaintVbo.unbindBuffers(); }
void AudioVisualizerApp::setup() { // initialize signals signalChannelEnd = false; // make a list of valid audio file extensions and initialize audio variables const char* extensions[] = {"mp3", "wav", "ogg"}; mAudioExtensions = vector<string>(extensions, extensions+2); mAudioPath = getAssetPath(""); mIsAudioPlaying = false; // setup camera mCamera.setPerspective(50.0f, 1.0f, 1.0f, 10000.0f); mCamera.setEyePoint( Vec3f(-kWidth/4, kHeight/2, -kWidth/8) ); mCamera.setCenterOfInterestPoint( Vec3f(kWidth/4, -kHeight/8, kWidth/4) ); // create channels from which we can construct our textures mChannelLeft = Channel32f(kBands, kHistory); mChannelRight = Channel32f(kBands, kHistory); memset( mChannelLeft.getData(), 0, mChannelLeft.getRowBytes() * kHistory ); memset( mChannelRight.getData(), 0, mChannelRight.getRowBytes() * kHistory ); // create texture format (wrap the y-axis, clamp the x-axis) mTextureFormat.setWrapS( GL_CLAMP ); mTextureFormat.setWrapT( GL_REPEAT ); mTextureFormat.setMinFilter( GL_LINEAR ); mTextureFormat.setMagFilter( GL_LINEAR ); // compile shader try { mShader = gl::GlslProg( loadAsset("shaders/spectrum.vert"), loadAsset("shaders/spectrum.frag") ); } catch( const std::exception& e ) { console() << e.what() << std::endl; quit(); return; } // create static mesh (all animation is done in the vertex shader) std::vector<Vec3f> vertices; std::vector<Colorf> colors; std::vector<Vec2f> coords; std::vector<size_t> indices; for(size_t h=0;h<kHeight;++h) { for(size_t w=0;w<kWidth;++w) { // add polygon indices if(h < kHeight-1 && w < kWidth-1) { size_t offset = vertices.size(); indices.push_back(offset); indices.push_back(offset+kWidth); indices.push_back(offset+kWidth+1); indices.push_back(offset); indices.push_back(offset+kWidth+1); indices.push_back(offset+1); } // add vertex vertices.push_back( Vec3f(float(w), 0, float(h)) ); // add texture coordinates // note: we only want to draw the lower part of the frequency bands, // so we scale the coordinates a bit const float part = 0.5f; float s = w / float(kWidth-1); float t = h / float(kHeight-1); coords.push_back( Vec2f(part - part * s, t) ); // add vertex colors colors.push_back( Color(CM_HSV, s, 0.5f, 0.75f) ); } } gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticColorsRGB(); layout.setStaticIndices(); layout.setStaticTexCoords2d(); mMesh = gl::VboMesh(vertices.size(), indices.size(), layout, GL_TRIANGLES); mMesh.bufferPositions(vertices); mMesh.bufferColorsRGB(colors); mMesh.bufferIndices(indices); mMesh.bufferTexCoords2d(0, coords); // play audio using the Cinder FMOD block FMOD::System_Create( &mFMODSystem ); mFMODSystem->init( 32, FMOD_INIT_NORMAL | FMOD_INIT_ENABLE_PROFILE, NULL ); mFMODSound = nullptr; mFMODChannel = nullptr; playAudio( findAudio( mAudioPath ) ); mIsMouseDown = false; mMouseUpDelay = 30.0; mMouseUpTime = getElapsedSeconds() - mMouseUpDelay; // the texture offset has two purposes: // 1) it tells us where to upload the next spectrum data // 2) we use it to offset the texture coordinates in the shader for the scrolling effect mOffset = 0; }
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(); }