void triMeshApp::setup(){ // cam, lights material mCam = new CameraPersp(getWindowWidth(), getWindowHeight(), 45.0f); mCam->lookAt( Vec3f(300, 700, -600), Vec3f(0,0,0) ); mCam->setPerspective( 60.0f, getWindowAspectRatio(), 0.1f, 5000.0f ); yrot = 0; glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_NORMALIZE); mLight = new gl::Light(gl::Light::DIRECTIONAL, 0); mLight->setDirection( Vec3f(0,0.1,0.3).normalized()); mLight->setAmbient( Color( 0.2f, 0.2f, 0.2f ) ); mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) ); mLight->update( *mCam ); mLight->enable(); mMaterial1.setSpecular( Color(0.5,0.5,0.5) ); mMaterial1.setDiffuse( Color( 0.0f, 1.0f, 0.0f ) ); mMaterial1.setAmbient( Color( 0.1f, 0.1f, 0.1f ) ); mMaterial1.setShininess( 20.0f ); mMaterial1.apply(); mMaterial2.setSpecular( Color(0,0,0) ); mMaterial2.setDiffuse( Color(1,0,0) ); mMaterial2.setAmbient( Color( 0.4f, 0.0f, 0.0f ) ); mMaterial2.setEmission(Color(1,0,0)); initPhysics(); ObjLoader loader( loadResource( RES_LOSPHERE )->createStream() ); loader.load( &mConvex ); mVBO = gl::VboMesh( mConvex ); ObjLoader loader2( loadResource( RES_TORUS )->createStream() ); loader2.load( &mConcave ); mVBOTerrain = gl::VboMesh( mConcave ); btConvexHullShape* shape = bullet::createConvexHullShape(mConvex, Vec3f(CONVEX_SCALE, CONVEX_SCALE, CONVEX_SCALE)); m_convexRigidBody = bullet::createConvexHullBody(m_dynamicsWorld, shape, Vec3f(0,500,0), 10000); btBvhTriangleMeshShape* concaveShape = bullet::createStaticConcaveMeshShape(mConcave, Vec3f(CONCAVE_SCALE, CONCAVE_SCALE, CONCAVE_SCALE), 5.0f); m_concaveRigidBody = bullet::createStaticRigidBody(m_dynamicsWorld, concaveShape, Vec3f(0,255,0)); m_hfImage = loadImage(loadResource(RES_HEIGHTMAP)); m_hfChannel = new Channel32f(m_hfImage); // note that HF_HEIGHTSCALE is ignored since we are using float data. we adjust the y-scale with the local scaling parameter only! btHeightfieldTerrainShape* hfShape = bullet::createHeightfieldTerrainShape(m_hfChannel, 64, 64, HF_HEIGHTSCALE, -500, 500, 1, Vec3f(HF_SCALE,HF_SCALEY,HF_SCALE)); m_hfRigidBody = bullet::createStaticRigidBody(m_dynamicsWorld, hfShape, Vec3f(0,0,0)); gl::VboMesh::Layout layout; layout.setDynamicColorsRGB(); layout.setDynamicPositions(); mVBOHeightfield = gl::VboMesh( m_hfImage.getWidth() * m_hfImage.getHeight(), 0, layout, GL_POINTS ); updateData( ); }
void DelaunayMeshMaker::fileDrop( FileDropEvent event ){ try { mSurface = loadImage( event.getFile( 0 ) ); int width = mSurface.getWidth(); int height = mSurface.getHeight(); app::setWindowSize( width, height ); mFbo = gl::Fbo( width, height, false ); mBorderPoints.clear(); mBorderPoints.push_back( Vec2f::zero() ); mBorderPoints.push_back( Vec2f( (float)width, 0 ) ); mBorderPoints.push_back( Vec2f( (float)width ,(float)height ) ); mBorderPoints.push_back( Vec2f( 0 ,(float)height ) ); mSteinerPoints.clear(); mMesh.clear(); tesselate(); } catch( ... ) { console() << "unable to load the texture file!" << std::endl; }; }
void DelaunayMeshMaker::setup() { mSurface = loadImage( app::loadAsset( "texture0.jpg" ) ); int width = mSurface.getWidth(); int height = mSurface.getHeight(); app::setWindowSize( width, height ); mFbo = gl::Fbo( width, height, false ); mBorderPoints.push_back( Vec2f::zero() ); mBorderPoints.push_back( Vec2f( (float)width, 0 ) ); mBorderPoints.push_back( Vec2f( (float)width ,(float)height ) ); mBorderPoints.push_back( Vec2f( 0 ,(float)height ) ); mMesh.clear(); mParams = params::InterfaceGl( "Parameters", Vec2i( 300, 250 ) ); mParams.addParam( "Alpha", &mAlpha, "max=1.0 min=0.0 step=0.005" ); mParams.addParam( "Blend", &mBlend ); mParams.addParam( "Phong Shading", &mApplyPhongShading ); mParams.addParam( "Depth Offset", &mDepthOffset, "step=0.1" ); mParams.addParam( "Draw wireframe", &mDrawWireframe ); mParams.addSeparator(); mParams.addText("Edge detection"); mParams.addParam( "Edge detection scale down", &mScaleDown, "min=1" ); mParams.addParam( "Minimum threshold", &mCannyMinThreshold, "min=0.0f" ); mParams.addParam( "Maximum threshold", &mCannyMaxThreshold, "min=0.0f" ); mParams.addSeparator(); mParams.addButton( "Tesselate", std::bind( &DelaunayMeshMaker::tesselate, this ) ); mScaleDown = 8; mScaleDownPrev = mScaleDown; mCannyMinThreshold = 60.0; mCannyMaxThreshold = 70.0; mAlpha = 0.0f; mBlend = false; mApplyPhongShading = false; mDrawWireframe = false; mDepthOffset = 0.0f; mPrevDepthOffset = mDepthOffset; mPrevBlend = mBlend; mPhongShader = gl::GlslProg( loadAsset("phong_vert.glsl"), loadAsset("phong_frag.glsl") ); mEdgeDetectSurface = edgeDetect( Surface8u( mSurface ), mCannyMinThreshold, mCannyMaxThreshold, mScaleDownPrev ); mTesselator = Tesselator::makeTesselator(); mTesselator->sDone.connect( boost::bind( &DelaunayMeshMaker::onTesselationDone, this ) ); }
void BasicApp::openFile() { mImage = loadImage( loadAsset( "mona.jpg" ) ); mWidth = mImage.getWidth(); mHeight = mImage.getHeight(); dx::VboMesh::Layout layout; layout.setDynamicColorsRGB(); layout.setDynamicPositions(); mVboMesh = dx::VboMesh( mWidth * mHeight, 0, layout, D3D_PRIMITIVE_TOPOLOGY_POINTLIST ); updateData( kColor ); }
void ImageHFApp::openFile() { fs::path path = getOpenFilePath( "", ImageIo::getLoadExtensions() ); if( ! path.empty() ) { mImage = loadImage( path ); mWidth = mImage.getWidth(); mHeight = mImage.getHeight(); mVboMesh = gl::VboMesh::create( mWidth * mHeight, GL_POINTS, { gl::VboMesh::Layout().usage(GL_STATIC_DRAW).attrib(geom::POSITION, 3).attrib(geom::COLOR, 3) } ); mPointsBatch = gl::Batch::create( mVboMesh, gl::getStockShader( gl::ShaderDef().color() ) ); updateData( kColor ); } }
Texture::Texture( const Surface32f &surface, Format format ) : mObj( shared_ptr<Obj>( new Obj( surface.getWidth(), surface.getHeight() ) ) ) { if( format.mInternalFormat < 0 ) { #if ! defined( CINDER_GLES ) if( GLEE_ARB_texture_float ) format.mInternalFormat = surface.hasAlpha() ? GL_RGBA32F_ARB : GL_RGB32F_ARB; else format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB; #else format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB; #endif } mObj->mInternalFormat = format.mInternalFormat; mObj->mTarget = format.mTarget; init( surface.getData(), surface.hasAlpha()?GL_RGBA:GL_RGB, format ); }
void triMeshApp::updateData() { Surface32f::Iter pixelIter = m_hfImage.getIter(); gl::VboMesh::VertexIter vertexIter( mVBOHeightfield ); while( pixelIter.line() ) { while( pixelIter.pixel() ) { Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() ); float height; height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) ); // the x and the z coordinates correspond to the pixel's x & y float x = (pixelIter.x() - m_hfImage.getWidth() / 2.0f); float z = (pixelIter.y() - m_hfImage.getHeight() / 2.0f); vertexIter.setPosition( x * HF_SCALE, height * HF_SCALEY, z * HF_SCALE); vertexIter.setColorRGB( color ); ++vertexIter; } } }
Texture::Texture( const Surface32f &surface, Format format ) : mObj( shared_ptr<Obj>( new Obj( surface.getWidth(), surface.getHeight() ) ) ) { #if defined( CINDER_MAC ) bool supportsTextureFloat = gl::isExtensionAvailable( "GL_ARB_texture_float" ); #elif defined( CINDER_MSW ) bool supportsTextureFloat = GLEE_ARB_texture_float != 0; #endif if( format.mInternalFormat < 0 ) { #if ! defined( CINDER_GLES ) if( supportsTextureFloat ) format.mInternalFormat = surface.hasAlpha() ? GL_RGBA32F_ARB : GL_RGB32F_ARB; else format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB; #else format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB; #endif } mObj->mInternalFormat = format.mInternalFormat; mObj->mTarget = format.mTarget; init( surface.getData(), surface.hasAlpha()?GL_RGBA:GL_RGB, format ); }