コード例 #1
0
ファイル: LeapApp.cpp プロジェクト: gaborpapp/Cinder-LeapSdk
// Set up
void LeapApp::setup()
{
	// Set up OpenGL
	gl::enable( GL_LINE_SMOOTH );
	glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); 
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );

	// Set up camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mLeap = Device::create();
	mLeap->addCallback( &LeapApp::onFrame, this );

	// Params
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,						"", true );
	mParams.addParam( "Full screen",	&mFullScreen,						"key=f"		);
	mParams.addButton( "Screen shot",	bind( &LeapApp::screenShot, this ), "key=space" );
	mParams.addButton( "Quit",			bind( &LeapApp::quit, this ),		"key=q" );
}
コード例 #2
0
// Set up
void TracerApp::setup()
{
	// Set up camera
	mCamera		= CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 93.75f, 250.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mDevice = Device::create();
	mDevice->connectEventHandler( &TracerApp::onFrame, this );

	// Load shaders
	try {
		mShader[ 0 ]	= gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_X_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << "Unable to compile blur X shader: \n" << string( ex.what() ) << "\n";
		quit();
	}
	try {
		mShader[ 1 ]	= gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_Y_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << "Unable to compile blur Y shader: \n" << string( ex.what() ) << "\n";
		quit();
	}

	// Params
	mFrameRate	= 0.0f;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,							"", true );
	mParams.addButton( "Screen shot",	bind( &TracerApp::screenShot, this ),	"key=space" );
	mParams.addButton( "Quit",			bind( &TracerApp::quit, this ),			"key=q" );

	// Enable polygon smoothing
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
	
	// Set up FBOs
	gl::Fbo::Format format;
#if defined( CINDER_MSW )
	format.setColorInternalFormat( GL_RGBA32F );
#else
	format.setColorInternalFormat( GL_RGBA32F_ARB );
#endif
	format.setMinFilter( GL_LINEAR );
	format.setMagFilter( GL_LINEAR );
	format.setWrap( GL_CLAMP, GL_CLAMP );
	for ( size_t i = 0; i < 3; ++i ) {
		mFbo[ i ]	= gl::Fbo( getWindowWidth(), getWindowHeight(), format );
		mFbo[ i ].bindFramebuffer();
		gl::setViewport( mFbo[ i ].getBounds() );
		gl::clear();
		mFbo[ i ].unbindFramebuffer();
	}
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
}
コード例 #3
0
void cinderFFmpegApp::setupGui()
{
	std::stringstream strTmp;
	m_Gui = ci::params::InterfaceGl("FFmpeg Player", ci::Vec2i(300,340));

	// Video / Audio Infos
	m_Gui.addButton( "open", std::bind( &cinderFFmpegApp::open, this ) );
	m_Gui.addButton( "clear all", std::bind( &cinderFFmpegApp::clearAll, this ) );

	m_Gui.addSeparator();
	strTmp << "label='file: '";
	m_Gui.addText("file", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='video codec: '";
	m_Gui.addText("video codec", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='audio codec: '";
	m_Gui.addText("audio codec", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='width: '";
	m_Gui.addText("width", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='height: '";
	m_Gui.addText("height", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='fps: '";
	m_Gui.addText("fps", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='bitrate: '";
	m_Gui.addText("bitrate", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='audio channels: '";
	m_Gui.addText("audio channels", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='audio sample rate: '";
	m_Gui.addText("audio sample rate", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='frame: '";
	m_Gui.addText("frame", strTmp.str());
	strTmp.clear();	strTmp.str("");
	strTmp << "label='time: '";
	m_Gui.addText("time", strTmp.str());
	m_Gui.addSeparator();
	m_Gui.addButton( "play/pause", std::bind( &cinderFFmpegApp::pause, this ) );
	m_Gui.addButton( "stop", std::bind( &cinderFFmpegApp::stop, this ) );
	m_Gui.addButton( "toggle direction", std::bind( &cinderFFmpegApp::toggleDirection, this ) );
	m_Gui.addSeparator();
	m_Gui.addParam("speed", &m_fSpeed, "min=0 max=8.0 step=0.05");
	m_Gui.addParam("0..none, 1..loop, 2..loopBidi", &m_iLoopMode, "min=0 max=2 step=1");
	m_Gui.addParam("seek frame", &m_fSeekPos, "min=0.0 max=1.0 step=0.01");
}
コード例 #4
0
void BulletTestApp::setup()
{
	mDragging	= false;
	mFrameRate	= 0.0f;
	mTest		= 9;
	mTestPrev	= mTest;

	// Set up lighting
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
	mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
	mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
	mLight->enable();

	// Load meshes
	loadModels();

	// Create a Bullet dynamics world
	mWorld = bullet::createWorld();

	// Load texture
	mTexSquare	= gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
	mTexSphere	= gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
	mTexTerrain	= gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
	mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
	mTexTerrain.unbind();

	// Init terrain pointer
	mTerrain = 0;

	// Parameters
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) );
	mParams.addParam( "Frame Rate",		&mFrameRate,								"", true );
	mParams.addParam( "Test",			&mTest,										"min=0 max=9 step=1 keyDecr=t keyIncr=T" ); 
	mParams.addButton( "Drop",			bind( &BulletTestApp::drop, this ),			"key=space" );
	mParams.addButton( "Screen shot",	bind( &BulletTestApp::screenShot, this ),	"key=s" );
	mParams.addButton( "Quit",			bind( &BulletTestApp::quit, this ),			"key=q" );

	// Initialize
	initTest();

	// Run first resize to initialize view
	resize( ResizeEvent( getWindowSize() ) );

}
コード例 #5
0
ファイル: MeshApp.cpp プロジェクト: Asteral/Cinder-KinectSdk
// Set up
void MeshApp::setup()
{

	// Start Kinect
	mKinect = Kinect::create();
	mKinect->enableUserColor( false );
	mKinect->removeBackground();
	mKinect->start();

	// Add callbacks
	mCallbackDepthId	= mKinect->addDepthCallback(& MeshApp::onDepthData, this );
	mCallbackSkeletonId	= mKinect->addSkeletonTrackingCallback(& MeshApp::onSkeletonData, this );
	mCallbackColorId	= mKinect->addColorCallback(& MeshApp::onColorData, this );

	// Set up the light. This application does not actually use OpenGL 
	// lighting. Instead, it passes a light position and color 
	// values to the shader. Per fragment lighting is calculated in GLSL.
	mLightAmbient	= ColorAf( 0.0f, 0.0f, 0.0f, 1.0f );
	mLightDiffuse	= ColorAf( 0.5f, 0.5f, 0.5f, 1.0f );
	mLightPosition	= Vec3f( 0.0f, -600.0f, 180.0f );
	mLightShininess	= 2.0f;
	mLightSpecular	= ColorAf( 1.0f, 1.0f, 1.0f, 1.0f );

	// Set default properties
	mBrightTolerance		= 0.2f;
	mFrameRate				= 0.0f;
	mFullScreen				= isFullScreen();
	mFullScreenPrev			= mFullScreen;
	mMeshUvMix				= 0.2f;
	mRemoveBackground		= true;
	mRemoveBackgroundPrev	= mRemoveBackground;
	mScale					= Vec3f( 1.0f, 1.0f, 500.0f );
	mShowColor				= false;
	mColorOffsetX			= 0.0f;
	mColorOffsetY			= 0.0f;

	// Create the parameters bar
	mParams = params::InterfaceGl( "Parameters", Vec2i( 250, 500 ) );
	mParams.addSeparator( "" );
	mParams.addParam( "Bright tolerance",	&mBrightTolerance,					"min=0.000 max=1.000 step=0.001 keyDecr=b keyIncr=B"		);
	mParams.addParam( "Remove background",	&mRemoveBackground,					"key=c"														);
	mParams.addParam( "Scale",				&mScale																							);
	mParams.addSeparator();
	mParams.addParam( "Eye point",			&mEyePoint																						);
	mParams.addParam( "Look at",			&mLookAt																						);
	mParams.addParam( "Rotation",			&mRotation																						);
	mParams.addSeparator();
	mParams.addParam( "Show Color",			&mShowColor,						"key=d"														);
	mParams.addParam( "Color offset X",		&mColorOffsetX,						"min=0.000 max=1.000 step=0.001 keyDecr=e keyIncr=E"		);
	mParams.addParam( "Color offset Y",		&mColorOffsetY,						"min=0.000 max=1.000 step=0.001 keyDecr=f keyIncr=F"		);
	mParams.addSeparator();
	mParams.addParam( "Light position",		&mLightPosition																					);
	mParams.addParam( "Light shininess",	&mLightShininess,					"min=0.000 max=10000.000 step=0.001 keyDecr=g keyIncr=G"	);
	mParams.addSeparator();
	mParams.addParam( "Frame rate",			&mFrameRate,						"", true													);
	mParams.addParam( "Full screen",		&mFullScreen,						"key=h"														);
	mParams.addButton( "Save screen shot",	bind(& MeshApp::screenShot, this ),	"key=space"													);
	mParams.addButton( "Quit",				bind(& MeshApp::quit, this ),		"key=esc"													);

	// Initialize texture
	mTextureFormat.setInternalFormat( GL_RGBA_FLOAT32_ATI );
	mTextureDepth = gl::Texture( Surface32f( kMeshWidth, kMeshHeight, false, SurfaceChannelOrder::RGBA ), mTextureFormat );

	// Initialize mesh
	initMesh();

	// Run first window resize
	resize();

}
コード例 #6
0
ファイル: UiApp.cpp プロジェクト: gaborpapp/Cinder-LeapSdk
// Set up
void UiApp::setup()
{
	glShadeModel( GL_FLAT );
	
	// Set up camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 0.01f, 1000.0f );
	mOffset = Vec3f( 240.0f, -480.0f, 0.0f );
	
	// Start device
	mLeap = Device::create();
	mLeap->addCallback( &UiApp::onFrame, this );
	
	// Load cursor textures
	for ( size_t i = 0; i < 3; ++i ) {
		switch ( (CursorType)i ) {
			case CursorType::GRAB:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
				break;
			case CursorType::HAND:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
				break;
			case CursorType::TOUCH:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
				break;
			case NONE:
				break;
		}
		mTexture[ i ].setFlipped( true );
		mTexture[ i ].setMagFilter( GL_NEAREST );
		mTexture[ i ].setMinFilter( GL_NEAREST );
	}
	
	// Initialize cursor
	mCursorType				= CursorType::NONE;
	mCursorPosition			= Vec3f::zero();
	mCursorPositionTarget	= Vec3f::zero();
	
	// Load UI textures
	mButton[ 0 ]	= gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
	mButton[ 1 ]	= gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
	mSlider			= gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
	mTrack			= gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );

	// Flip textures
	mButton[ 0 ].setFlipped( true );
	mButton[ 1 ].setFlipped( true );
	mSlider.setFlipped( true );
	mTrack.setFlipped( true );
	
	// Disable anti-aliasing
	mButton[ 0 ].setMagFilter( GL_NEAREST );
	mButton[ 0 ].setMinFilter( GL_NEAREST );
	mButton[ 1 ].setMagFilter( GL_NEAREST );
	mButton[ 1 ].setMinFilter( GL_NEAREST );
	mSlider.setMagFilter( GL_NEAREST );
	mSlider.setMinFilter( GL_NEAREST );
	mTrack.setMagFilter( GL_NEAREST );
	mTrack.setMinFilter( GL_NEAREST );
	
	// Initialize buttons
	Vec3f position( -120.0f, 950.0f, 0.0f );
	for ( size_t i = 0; i < 3; ++i, position.x += 320.0f ) {
		mButtonPosition[ i ]	= position;
		mButtonState[ i ]		= false;
	}
	
	// Initialize sliider
	mTrackPosition		= Vec3f( 0.0f, 700.0f, 0.0f );
	mSliderPosition		= mTrackPosition;
	mSliderPosition.y	-= 45.0f;
	
	// Params
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,						"", true );
	mParams.addParam( "Full screen",	&mFullScreen,						"key=f"		);
	mParams.addButton( "Screen shot",	bind( &UiApp::screenShot, this ),	"key=space" );
	mParams.addButton( "Quit",			bind( &UiApp::quit, this ),			"key=q" );
}
コード例 #7
0
ファイル: UiApp.cpp プロジェクト: imclab/Cinder-LeapMotion
// Set up
void UiApp::setup()
{
	glShadeModel( GL_FLAT );
		
	// Start device
	mDevice 		= Device::create();
	mDevice->connectEventHandler( &UiApp::onFrame, this );
	
	// Load cursor textures
	for ( size_t i = 0; i < 3; ++i ) {
		switch ( (CursorType)i ) {
			case CursorType::GRAB:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
				break;
			case CursorType::HAND:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
				break;
			case CursorType::TOUCH:
				mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
				break;
			case NONE:
				break;
		}
		mTexture[ i ].setMagFilter( GL_NEAREST );
		mTexture[ i ].setMinFilter( GL_NEAREST );
	}
	
	// Initialize cursor
	mCursorType				= CursorType::NONE;
	mCursorPosition			= Vec2f::zero();
	mCursorPositionTarget	= Vec2f::zero();
	mFingerTipPosition		= Vec2i::zero();
	
	// Load UI textures
	mButton[ 0 ]	= gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
	mButton[ 1 ]	= gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
	mSlider			= gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
	mTrack			= gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );
	
	// Disable anti-aliasing
	mButton[ 0 ].setMagFilter( GL_NEAREST );
	mButton[ 0 ].setMinFilter( GL_NEAREST );
	mButton[ 1 ].setMagFilter( GL_NEAREST );
	mButton[ 1 ].setMinFilter( GL_NEAREST );
	mSlider.setMagFilter( GL_NEAREST );
	mSlider.setMinFilter( GL_NEAREST );
	mTrack.setMagFilter( GL_NEAREST );
	mTrack.setMinFilter( GL_NEAREST );
	
	// Params
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,						"", true );
	mParams.addParam( "Full screen",	&mFullScreen,						"key=f"		);
	mParams.addButton( "Screen shot",	bind( &UiApp::screenShot, this ),	"key=space" );
	mParams.addButton( "Quit",			bind( &UiApp::quit, this ),			"key=q" );
	
	// Run resize to initialize layout
	resize();
}
コード例 #8
0
// Set up
void KinectApp::setup()
{

	// Set up OpenGL
	glLineWidth( 2.0f );
	gl::color( ColorAf::white() );

	// Set up camera
	mCamera.lookAt( Vec3f( 0.0f, 0.0f, -3.0f ), Vec3f::zero() );
	mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 1000.0f );

	// Define drawing body
	defineBody();

	// Initialize parameters
	mBinaryMode = false;
	mBinaryModePrev = mBinaryMode;
	mCapture = true;
	mCapturePrev = mCapture;
	mDeviceCount = 0;
	mEnabledAudio = true;
	mEnabledAudioPrev = true;
	mEnabledDepth = true;
	mEnabledDepthPrev = mEnabledDepth;
	mEnabledNearMode = false;
	mEnabledNearModePrev = mEnabledNearMode;
	mEnabledSkeletons = true;
	mEnabledSkeletonsPrev = mEnabledSkeletons;
	mEnabledStats = true;
	mEnabledVideo = true;
	mEnabledVideoPrev = mEnabledVideo;
	mFrameRateApp = 0.0f;
	mFrameRateDepth = 0.0f;
	mFrameRateSkeletons = 0.0f;
	mFrameRateVideo = 0.0f;
	mFullScreen = isFullScreen();
	mInverted = false;
	mInvertedPrev = mInverted;
	mRemoveBackground = false;
	mRemoveBackgroundPrev = mRemoveBackground;
	mUserCount = 0;

	// Start image capture
	startKinect();

	// Start audio capture
	startAudio();

	// Setup the parameters
	mParams = params::InterfaceGl( "Parameters", Vec2i( 245, 500 ) );
	mParams.addText( "DEVICE" );
	mParams.addParam( "Device count", & mDeviceCount, "", true );
	mParams.addParam( "Device angle", & mCameraAngle, "min=-" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + 
		" max=" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + " step=1" );
	mParams.addSeparator();
	mParams.addText( "STATISTICS");
	mParams.addParam( "Collect statistics", & mEnabledStats, "key=t" );
	mParams.addParam( "App frame rate", & mFrameRateApp, "", true );
	mParams.addParam( "Depth frame rate", & mFrameRateDepth, "", true );
	mParams.addParam( "Skeleton frame rate", & mFrameRateSkeletons, "", true );
	mParams.addParam( "Video frame rate", & mFrameRateVideo, "", true );
	mParams.addParam( "User count", & mUserCount, "", true );
	mParams.addSeparator();
	mParams.addText( "CAPTURE" );
	mParams.addParam( "Capture", & mCapture, "key=c" );
	mParams.addParam( "Audio", & mEnabledAudio, "key=a" );
	mParams.addParam( "Depth", & mEnabledDepth, "key=d" );
	mParams.addParam( "Skeletons", & mEnabledSkeletons, "key=k" );
	mParams.addParam( "Video", & mEnabledVideo, "key=v" );
	mParams.addSeparator();
	mParams.addText( "DEPTH IMAGE");
	mParams.addParam( "Remove background", & mRemoveBackground, "key=b" );
	mParams.addParam( "Binary depth mode", & mBinaryMode, "key=w" );
	mParams.addParam( "Invert binary image", & mInverted, "key=i" );
	mParams.addParam( "Near mode", & mEnabledNearMode, "key=n" );
	mParams.addSeparator();
	mParams.addText( "APPLICATION" );
	mParams.addParam( "Full screen", & mFullScreen, "key=f" );
	mParams.addButton( "Screen shot", std::bind(& KinectApp::screenShot, this ), "key=s" );
	mParams.addButton( "Quit", std::bind( & KinectApp::quit, this ), "key=esc" );

}
コード例 #9
0
void VboMeshSampleApp::setup()
{
	// Setting an unrealistically high frame rate effectively
	// disables frame rate limiting
	setFrameRate( 10000.0f );
	setWindowSize( 800, 600 );

	// Set up OpenGL to work with default lighting
	glShadeModel( GL_SMOOTH );
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
	gl::enable( GL_NORMALIZE );
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();

	// Load the texture map
	mTexture = gl::Texture( loadImage( loadResource( RES_TEXTURE ) ) );

	// Define properties
	mFrameRate			= 0.0f;
	mFullScreen			= false;
	mLightEnabled		= true;
	mMeshIndex			= 0;
	mNumSegments		= 48;
	mNumSegmentsPrev	= mNumSegments;
	mScale				= Vec3f::one();
	mTextureEnabled		= true;
	mWireframe			= false;
	
	// Set up the arcball
	mArcball = Arcball( getWindowSize() );
	mArcball.setRadius( (float)getWindowHeight() * 0.5f );
	
	// Set up the camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.0001f, 10.0f );
	mCamera.lookAt( Vec3f( 0.0f, 0.0f, -5.0f ), Vec3f::zero() );

	// Set up the light
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->setAmbient( ColorAf::white() );
	mLight->setDiffuse( ColorAf::white() );
	mLight->setDirection( Vec3f::one() );
	mLight->setPosition( Vec3f::one() * -1.0f );
	mLight->setSpecular( ColorAf::white() );
	mLight->enable();

	// Define the mesh titles for the params GUI
	mMeshTitles.push_back( "Cube" );
	mMeshTitles.push_back( "Sphere" );
	mMeshTitles.push_back( "Cylinder" );
	mMeshTitles.push_back( "Cone" );
	mMeshTitles.push_back( "Circle" );
	mMeshTitles.push_back( "Square" );
	mMeshTitles.push_back( "Ring" );
	mMeshTitles.push_back( "Custom" );

	// Set up the params GUI
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 320 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,									"", true									);
	mParams.addSeparator();
	mParams.addParam( "Enable light",	&mLightEnabled,									"key=l"										);
	mParams.addParam( "Enable texture",	&mTextureEnabled,								"key=t"										);
	mParams.addParam( "Mesh type",		mMeshTitles, &mMeshIndex,						"keyDecr=m keyIncr=M"						);
	mParams.addParam( "Scale",			&mScale																						);
	mParams.addParam( "Segments",		&mNumSegments,									"keyDecr=s keyIncr=S min=3 max=1024 step=1"	);
	mParams.addParam( "Wireframe",		&mWireframe,									"key=w"										);
	mParams.addSeparator();
	mParams.addParam( "Full screen",	&mFullScreen,									"key=f"										);
	mParams.addButton( "Screen shot",	bind( &VboMeshSampleApp::screenShot, this ),	"key=space"									);
	mParams.addButton( "Quit",			bind( &VboMeshSampleApp::quit, this ),			"key=q"										);

	// Generate meshes
	createMeshes();
}
コード例 #10
0
// Set up
void GestureApp::setup()
{
	// Set up OpenGL
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
	
	// UI
	mBackgroundBrightness	= 0.0f;
	mBackgroundColor		= Colorf( 0.0f, 0.1f, 0.2f );
	mCircleResolution		= 32;
	mDialBrightness			= 0.0f;
	mDialPosition			= Vec2f( 155.0f, 230.0f );
	mDialRadius				= 120.0f;
	mDialSpeed				= 0.21f;
	mDialValue				= 0.0f;
	mDialValueDest			= mDialValue;
	mDotRadius				= 3.0f;
	mDotSpacing				= mDotRadius * 3.0f;
	mFadeSpeed				= 0.95f;
	mKeySpacing				= 25.0f;
	mKeyRect				= Rectf( mKeySpacing, 360.0f + mKeySpacing, 600.0f, 600.0f );
	mKeySize				= 60.0f;
	mPointableRadius		= 15.0f;
	mSwipeBrightness		= 0.0f;
	mSwipePos				= 0.0f;
	mSwipePosDest			= mSwipePos;
	mSwipePosSpeed			= 0.33f;
	mSwipeRect				= Rectf( 310.0f, 100.0f, 595.0f, 360.0f );
	mSwipeStep				= 0.033f;
	
	// Sets master offset
	resize();
	
	// Lay out keys
	float spacing = mKeySize + mKeySpacing;
	for ( float y = mKeyRect.y1; y < mKeyRect.y2; y += spacing ) {
		for ( float x = mKeyRect.x1; x < mKeyRect.x2; x += spacing ) {
			Rectf bounds( x, y, x + mKeySize, y + mKeySize );
			Key key( bounds );
			mKeys.push_back( key );
		}
	}
	
	// Start device
	mLeap 		= Device::create();
	mCallbackId = mLeap->addCallback( &GestureApp::onFrame, this );

	// Enable all gesture types
	mLeap->enableGesture( Gesture::Type::TYPE_CIRCLE );
	mLeap->enableGesture( Gesture::Type::TYPE_KEY_TAP );
	mLeap->enableGesture( Gesture::Type::TYPE_SCREEN_TAP );
	mLeap->enableGesture( Gesture::Type::TYPE_SWIPE );
	
	// Params
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,						"", true );
	mParams.addParam( "Full screen",	&mFullScreen,						"key=f"		);
	mParams.addButton( "Screen shot",	bind( &GestureApp::screenShot, this ), "key=space" );
	mParams.addButton( "Quit",			bind( &GestureApp::quit, this ),		"key=q" );
}