void Day59App::draw() { gl::setMatrices(mCam); gl::clear( Color( 0.1, 0.1, 0.1 ) ); gl::color(Color(0.,0.,0.)); gl::clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); mCam.setEyePoint(vec3(0.,0.,fabs(cos(omega) * 50.f))); mPerlin.setSeed(getElapsedFrames()); // enable stencil test to be able to give the stencil buffers values. gl::ScopedState scopeStencil( GL_STENCIL_TEST, true ); // gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.))); for (int i =0; i <NUM_OBJS; i++) { vec3 noise = mPerlin.dfBm(mRandomPositions[i]); gl::ScopedMatrices scpMtx; gl::translate(mRandomPositions[i]); { gl::ScopedMatrices push; gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.))); gl::translate(mRandomPositions[i]); gl::scale(mScales[i]); //DRAW THE MAIN OBJECT (1ST RENDER PASS) AS NORMAL, FILL THE STENCIL BUFFER gl::stencilFunc(GL_ALWAYS, 1, 0xFF); //ALL FRAGMENTS MUST UPDATE THE STENCIL BUFFER gl::stencilMask(0xFF); //ENABLE WRITING TO THE STENCIL BUFFER mObject->draw(); } //IF THE STENCIL TEST FAILS, KEEP THE FRAGMENT //IF STENCIL PASSES AND DEPTH FAILS, KEEP THE FRAGMENT //IF THE DEPTH TEST AND STENCIL TEST PASS, REPLACE THE FRAGMENT glStencilOp(GL_KEEP , GL_KEEP, GL_REPLACE); //2ND RENDER PASS - DRAW OBJECT SLIGHTLY BIGGER, BUT DISABLE STENCIL WRITING. BECAUSE THE STENCIL BUFFER IS FILLED WITH 1s (PARTICULARLY IN THE AREA OF THE ORIGINAL OBJECT), THE ONLY THING THAT WILL BE DRAWN IS THE AREA OF THE 2ND OBJECT, IE. THE SIZE DIFFERENCE gl::stencilFunc(GL_NOTEQUAL, 1, 0xFF); //don't update the stencil buffer gl::stencilMask(0x00); gl::disable(GL_DEPTH_TEST); { gl::ScopedMatrices push; gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.))); gl::translate(mRandomPositions[i]); gl::scale(vec3(mScales[i] + vec3(0.1) )); mBorderObject->draw(); } } gl::stencilMask(0xFF); gl::enable(GL_DEPTH_TEST); // saveGif(); }
void LookAroundYouApp::setup() { Rand::randomize(); mVolume = 1.0; // Setup GUI getWindow()->setTitle("MPCDigital App"); mParams = params::InterfaceGl( "Settings", Vec2i( 300, 200 ) ); mParams.addParam( "Framerate", &mFrameRate, "", true ); mParams.addSeparator(); mParams.addParam("Speed", &Boid::speedMultiplier, "min=0.5 max=5.0 step=0.01"); mParams.addParam("Radius", &Boid::radiusMultiplier, "min=0.5 max=5.0 step=0.01"); mParams.addParam("Range", &Boid::range, "min=10.0 max=100 step=0.1"); mParams.addSeparator(); mParams.addParam("Master Volume", &mVolume, "min=0 max=1.0 step=0.01"); // Setup Audio AudioDevice::printDeviceMap(); mAudioDevice = make_shared<AudioDevice>(); mAudioDevice->setup(0); mAudioDevice->setAmbientReverb(FMOD_PRESET_UNDERWATER); console() << "Channels Available: " << mAudioDevice->getNumRemainingChannels() << endl; DataSourceRef data = loadAsset("music/Music For Airports - 1 1.mp3"); string musicName = mAudioDevice->registerSound(data, true, false, true); music = mAudioDevice->getSoundInstance(musicName, 1.0); music->pause(); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/blue.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/fliup.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/green.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/howl.wav"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/orange.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/red.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/white.aif"), true, true)); fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/yellow.aif"), true, true)); // Setup noise generator to drive Boid motion mPerlin = new Perlin(); mPerlin->setSeed(clock()); mPerlin->setOctaves(1); // Construct Boids for(int i=0; i<10; i++) { int n = Rand::randInt(0, fxnames.size()); SoundInstanceRef fx = mAudioDevice->getSoundInstance(fxnames[n], 1.0); BoidRef boid = make_shared<Boid>(mPerlin, fx); mBoids.push_back(boid); } // enable the depth buffer (for 3D) gl::enableDepthRead(); gl::enableDepthWrite(); gl::enableAlphaBlending(); }
void cApp::setup(){ mExp.setup(1920, 1080, 0, 100-1, GL_RGB, mt::getRenderPath(), 0, "test" ); setWindowSize( 1920, 1080 ); setWindowPos(0, 0); mPln.setSeed( 345 ); mPln.setOctaves( 4 ); cam = CameraPersp(1920, 1080, 55, 0.1, 100000); eye = vec3(0,0,1000); cam.lookAt(eye, vec3(0,0,0)); camui.setCamera(&cam); }
void BasicParticleApp::setup() { mPerlin.setSeed( clock() ); mAnimationCounter = 0; for( int s = 0; s < NUM_INITIAL_PARTICLES; ++s ) mParticles.push_back( Particle( Vec2f( Rand::randFloat( getWindowWidth() ), Rand::randFloat( getWindowHeight() ) ) ) ); CONSERVATION_OF_VELOCITY = 0.9f; SPEED = 5.0f; // Turn on additive blending gl::enableAlphaBlending(); }
void cApp::setup(){ setWindowPos( 0, 0 ); setWindowSize( mW*0.5, mH*0.5 ); mExp.setup( mW*mScale, mH*mScale,0, 2999, GL_RGB, mt::getRenderPath() ); mPln.setOctaves(4); mPln.setSeed(1332); randSeed( mt::getSeed() ); int count = 0; for( int i=0; i<100; i++){ StrangeAgent sa; sa.setRandom(); mSAs.push_back( sa ); for(int j=0; j<sa.points.size(); j++){ mPlnPts.push_back( Vec3f(count*scale,0,0) ); count++; } } total = count; if( 1 ){ CameraPersp cam; cam.setNearClip(0.1); cam.setFarClip(1000000); cam.setFov(60); cam.setEyePoint( Vec3f(0,0,-30 ) ); cam.setCenterOfInterestPoint( Vec3f(0,0,0) ); cam.setAspectRatio( (float)mW/mH ); mCamUi.setCurrentCam(cam); }else{ ortho.setNearClip(0.1); ortho.setFarClip(1000000); ortho.setEyePoint( Vec3f(0,0,-7 ) ); ortho.setCenterOfInterestPoint( Vec3f(0,0,0) ); ortho.setAspectRatio( (float)mW/mH ); } #ifdef RENDER mExp.startRender(); #endif }
void cApp::setup(){ setWindowPos( 0, 0 ); float w = 1920; float h = 1080*3; setWindowSize( w*0.2, h*0.2 ); mExp.setup( w, h, 0, 550-1, GL_RGB, mt::getRenderPath(), 0); cam = CameraPersp(w, h, 55.0f, 0.1, 1000000 ); if(0){ cam.lookAt( vec3(0,0,800), vec3(0,0,0) ); cam.setLensShift( 0,0 ); }else{ cam.setNearClip(0.100000); cam.setFarClip(1000000.000000); cam.setAspectRatio(0.592593); cam.setFov(55.000000); cam.setEyePoint(vec3(326.924622,-381.081604,259.431519)); cam.setWorldUp(vec3(0.000000,1.000000,0.000000)); cam.setLensShift(vec2(0.000000,0.000000)); cam.setViewDirection(vec3(-0.578462,0.674288,-0.459040)); cam.lookAt(vec3(326.924622,-381.081604,259.431519)+vec3(-0.578462,0.674288,-0.459040)); } camUi.setCamera( &cam ); mPln.setSeed(123); mPln.setOctaves(4); for( int i=0; i<6; i++){ Ramses r(eSimType,i); rms.push_back( r ); } makeGui(); #ifdef RENDER mExp.startRender(); #endif }
void cApp::setup(){ setFrameRate( 25 ); setWindowPos( 0, 0 ); setWindowSize( mW*mScale, mH*mScale ); mExp.setup( mW*mScale, mH*mScale, 0, 2999, GL_RGB, mt::getRenderPath() ); mPln.setOctaves( 3 ); mPln.setSeed( 551 ); mt::loadColorSample("img/Mx80_2_org_B.jpg", mColorSample1 ); mt::loadColorSample("img/Mx80_2_org_B.jpg", mColorSample2 ); { // Audio Setup auto ctx = audio::Context::master(); audio::DeviceRef device = audio::Device::getDefaultOutput(); audio::Device::Format format; format.sampleRate( 192000 ); format.framesPerBlock( mFpb ); device->updateFormat( format ); cout << "--- Audio Setting --- " << endl; cout << "device name : " << device->getName() << endl; cout << "Sample Rate : " << ctx->getSampleRate() << endl; cout << "frames per Block : " << ctx->getFramesPerBlock() << endl; mWaves.assign( 7, Wave() ); for( int i=0; i<mWaves.size(); i++ ){ mWaves[i].create( "snd/test/3s1e_192k_" + toString(i+1)+ ".wav" ); } ctx->enable(); } #ifdef RENDER mExp.startRender(); #endif }
void cApp::setup(){ mPln.setSeed( 345 ); mPln.setOctaves( 4 ); openDir(); fs::path path = dir/("f_00000.png"); sur = Surface8u( loadImage( path) ); int w = sur.getWidth(); int h = sur.getHeight(); pcam = CameraPersp(w, h, 50, 1, 10000); camUi.setCamera( &pcam ); mExp.setup( w, h, 0, 3000-1, GL_RGB, mt::getRenderPath(), 0 ); setWindowSize( w*0.5, h*0.5 ); setWindowPos(0, 0); #ifdef RENDER mExp.startRender(); #endif }
void cApp::setup(){ setWindowPos( 0, 0 ); float w = 1920; float h = 1080; setWindowSize( w*0.6, h*0.6 ); mExp.setup( w, h, 0, 1000, GL_RGB, mt::getRenderPath(), 0 ); cams.assign(6, CameraPersp()); camUis.assign(6, CameraUi()); for( int i=0; i<6; i++){ cams[i] = CameraPersp(w, h, 55.0f, 1, 100000 ); cams[i].lookAt( eye, vec3(0,0,0) ); int col = i%3; int row = i/3; cams[i].setLensShift( -0.666+0.666*col, -0.5+row*1.0); camUis[i].setCamera( &cams[i] ); } mPln.setSeed(123); mPln.setOctaves(4); for( int i=0; i<6; i++){ rms.push_back( Ramses(simType,i) ); } makeGui(); #ifdef RENDER mExp.startRender(); #endif }
void cApp::setup(){ setWindowPos( 0, 0 ); setWindowSize( 1080*3*0.5, 1920*0.5 ); mExp.setup( 1080*3, 1920, 3000, GL_RGB, mt::getRenderPath(), 0); CameraPersp cam(1080*3, 1920, 54.4f, 0.1, 10000 ); cam.lookAt( Vec3f(0,0, 1600), Vec3f(0,0,0) ); cam.setCenterOfInterestPoint( Vec3f(0,0,0) ); camUi.setCurrentCam( cam ); mPln.setSeed(123); mPln.setOctaves(4); fs::path assetPath = mt::getAssetPath(); { // make VectorMap Surface32f sAspect( loadImage(assetPath/("img/00/halpha3000_aspect_32bit.tif")) ); Surface32f sSlope( loadImage(assetPath/("img/00/halpha3000_slope1.tif")) ); int w = sAspect.getWidth(); int h = sAspect.getHeight(); mVecMap.assign(w, vector<Vec2f>(h) ); for( int i=0; i<sAspect.getWidth(); i++) { for( int j=0; j<sAspect.getHeight(); j++ ) { Vec2i pos(i, j); float aspect = *sAspect.getDataRed( pos ); float slope = *sSlope.getDataRed( pos ); if( slope!=0 && aspect!=-9999 ){ Vec2f vel( 0, slope*10.0 ); vel.rotate( toRadians(aspect) ); mVecMap[i][j] = vel; }else{ mVecMap[i][j] = Vec2f::zero(); } mVelocity.push_back( Vec3f(mVecMap[i][j].x, mVecMap[i][j].y, 0) ); } } } { // make point from intensity Surface32f sIntensity( loadImage(assetPath/("img/00/halpha3000-skv3264879915580.tiff")) ); intensityW = sIntensity.getWidth(); intensityH = sIntensity.getHeight(); Surface32f::Iter itr = sIntensity.getIter(); float threashold = 0.15; float extrusion = 300; while ( itr.line() ) { while( itr.pixel() ){ float gray = itr.r(); if( threashold < gray ){ Vec2i pos = itr.getPos(); Vec3f v(pos.x, pos.y, gray*extrusion ); Vec3f noise = mPln.dfBm( Vec3f(pos.x, pos.y, gray) ) * 2.0; ps.push_back( v + noise ); float c = gray + 0.2f; float a = lmap(c, 0.0f, 1.0f, 0.3f, 0.7f); cs.push_back( ColorAf(c, c, c, a) ); } } } mPoints = gl::VboMesh( ps.size(), 0, mt::getVboLayout(), GL_POINTS ); gl::VboMesh::VertexIter vitr( mPoints ); for(int i=0; i<ps.size(); i++ ){ vitr.setPosition( ps[i] ); vitr.setColorRGBA( cs[i] ); ++vitr; } } mExp.startRender(); bStart = true; }