Exemplo n.º 1
0
Arquivo: main.cpp Projeto: jokoon/eio
void makegltext(GLuint &texture1, std::string path)
{
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
    // Set our texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // Set texture filtering
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // Load, create texture and generate mipmaps
    int width, height;

    //unsigned char* image = SOIL_load_image(FileSystem::getPath(path).c_str(), &width, &height, 0, SOIL_LOAD_RGB);
    //unsigned char dummyimage[3] = { 50, 180, 100 };
    //msg(float(lfsr()) / (1 << 16));
    //auto color = 
    vector<unsigned char> pixels;
    auto a = rgb_from_hue(dist(mt));
    pixels.push_back(a[0]);
    pixels.push_back(a[1]);
    pixels.push_back(a[2]);
    cout << (int)a[0] << " " << (int)a[1] << " " << (int)a[2] << endl;
    a = rgb_from_hue(dist(mt));
    pixels.push_back(a[0]);
    pixels.push_back(a[1]);
    pixels.push_back(a[2]);
    cout << (int)a[0] << " " << (int)a[1] << " " << (int)a[2] << endl;
    a = rgb_from_hue(dist(mt));
    pixels.push_back(a[0]);
    pixels.push_back(a[1]);
    pixels.push_back(a[2]);
    cout << (int)a[0] << " " << (int)a[1] << " " << (int)a[2] << endl;
    a = rgb_from_hue(dist(mt));
    pixels.push_back(a[0]);
    pixels.push_back(a[1]);
    pixels.push_back(a[2]);
    cout << (int)a[0] << " " << (int)a[1] << " " << (int)a[2] << endl;

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
    //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    //SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.

}
int effect_update(struct razer_fx_render_node *render)
{
	float percentage = daemon_get_parameter_float(daemon_effect_get_parameter_by_index(render->effect,0));
	int x,y;
	struct razer_rgb col;
	#ifdef USE_DEBUGGING
		printf(" (Bar.%d ## %%:%f)",render->id,percentage);
	#endif

	int xmax = (int)((21.0f / 100.0f) * percentage);
	for(x=0;x<render->device->columns_num;x++)
		for(y=0;y<render->device->rows_num;y++)
		{
			float dist = 0.0f;
			if(x-xmax <= 0)
				dist = 1.0f;
			else
			{
				dist = (21.0f / (x-xmax))/21.0f;
			}
			rgb_from_hue(dist,0.3f,0.0f,&col);
			rgb_mix_into(&render->output_frame->rows[y]->column[x],&render->input_frame->rows[y]->column[x],&col,render->opacity);//*render->opacity  //&render->second_input_frame->rows[y]->column[x]
			render->output_frame->update_mask |= 1<<y;
		}
	return(1);
}
Exemplo n.º 3
0
//void demography  :: add()
//{
////    if(false)
//    {
//        b2CircleShape Shape;
//        Shape.m_radius = radius;
//        auto position =
//            Vec2(wsize.x*getrangerand(.1,.9),
//                 wsize.y*getrangerand(.1,.9));
//
//        auto Body = makebody(World,&Shape,conv(position),b2_dynamicBody,0,0.01,0,.9);
//
//        Body->SetLinearVelocity(
//        b2Vec2(5*getrangerand(-1,1),
//            5*getrangerand(-1,1)));
//        cellbodies.push_back(Body);
//        pos.push_back(b2Vec2());
//        
////        cells.push_back(CircleShape(0,4));
////        cells.back().setFillColor(Color(255,80,160));
////        cells.back().setRadius(SCALE*radius*GR_PH_COEFF);
////        cells.back().setOrigin(cells.back().getRadius(), cells.back().getRadius());
//        vbunk.add();
//    //    cells.back().setPosition(conv(position));
//    }
//    if(false)
//    {
//        pos.push_back(b2Vec2());
//    //    pos_sf.push_back(Vec2());
//        
//        b2BodyDef BodyDef;
//        BodyDef.position = b2Vec2
//        ((getrand(0.3)+0.2)*wsize.x/SCALE,
//         (getrand(0.3)+0.2)*wsize.y/SCALE);
//        BodyDef.type = b2_dynamicBody;
//    //    BodyDef.linearDamping=dampen;
//        b2Body* Body = World.CreateBody(&BodyDef);
//        
//        b2CircleShape Shape;
//        Shape.m_radius = radius;
//        //Body->setv
//        b2FixtureDef FixtureDef;
//        FixtureDef.density = 4.f;
//        FixtureDef.restitution = .9f;
//        FixtureDef.shape = &Shape;
//        Body->CreateFixture(&FixtureDef);
//        Body->SetLinearVelocity(b2Vec2
//            (5*getrangerand(-1,1),
//             5*getrangerand(-1,1)));
//        cellbodies.push_back(Body);
//        
//        cells.push_back(CircleShape(SCALE,4));
//        cells.back().setFillColor(Color(255,80,160));
//        cells.back().setRadius(SCALE*radius);
//        cells.back().setOrigin(cells.back().getRadius(), cells.back().getRadius());
//    }
//    lb2(cells.size());
//}
void demography  :: add_agent(Vec2 position, int is_enemy)

{
    b2CircleShape shape,shape_s,shape_s_e;
    shape       .m_radius = radius;
    shape_s     .m_radius = sensor_radius;
    shape_s_e   .m_radius = sensor_radius_e;

    auto Body = make_body(World,conv(position),b2_dynamicBody,dampen);
    b2FixtureDef fixdef, fixdef_s, fixdef_s_e;
    if(use_masks)
    {
        fixdef      = make_fixture(static_cast<b2Shape*>(&shape),    false, &filters[is_enemy][0],.1,4);
        //fixdef_s    = make_fixture(static_cast<b2Shape*>(&shape_s),  true,  &filters[is_enemy][1]    );
        //fixdef_s_e  = make_fixture(static_cast<b2Shape*>(&shape_s_e),true,  &filters[is_enemy][2]);
    }
    else
    {
        fixdef = make_fixture  (static_cast<b2Shape*>(&shape),false);
        fixdef.density=4;
        //fixdef_s = make_fixture(static_cast<b2Shape*>(&shape_s),true);
        //fixdef_s_e = make_fixture(static_cast<b2Shape*>(&shape_s_e),true);
    }
    Body->CreateFixture(&fixdef);
    //Body->CreateFixture(&fixdef_s);
    //Body->CreateFixture(&fixdef_s_e);
    if(!is_enemy)cellbodies.insert(Body);
    //if(draw_sensors)
    //{
    //    sensors[Body]=(CircleShape(SCALE*shape_s.m_radius,16));
    //    sensors[Body].setFillColor(Color(0,0,0,0));
    //    sensors[Body].setOutlineColor(Color(64,64,64));
    //    //sensors[Body].setOutlineColor(Color(0,64,0));
    //    sensors[Body].setOutlineThickness(0.5);
    //    sensors[Body].setOrigin(sensors[Body].getRadius(), sensors[Body].getRadius());

    //    sensors2[Body]=(CircleShape(SCALE*shape_s_e.m_radius,16));
    //    sensors2[Body].setFillColor(Color(0,0,0,0));
    //    //sensors2[Body].setOutlineColor(Color(96,0,0));
    //    sensors2[Body].setOutlineColor(Color(64,64,64));
    //    sensors2[Body].setOutlineThickness(0.5);
    //    sensors2[Body].setOrigin(sensors2[Body].getRadius(), sensors2[Body].getRadius());
    //}
#define USE_SHAPES
#ifdef USE_SHAPES
    cells[Body]=CircleShape(SCALE,getrangerand(3,6));
    cells[Body].setFillColor(rgb_from_hue(getrand(1)));
    cells[Body].setRadius(SCALE*radius);
    cells[Body].setOrigin(cells[Body].getRadius(), cells[Body].getRadius());
#else
    vbunk.add();
#endif
    nears[Body]=unordered_set<b2Body*>();
    pos.push_back(b2Vec2());
}
int effect_update(struct razer_fx_render_node *render)
{
	float magnitude = daemon_get_parameter_float(daemon_effect_get_parameter_by_index(render->effect,1));
	int x,y;
	struct razer_rgb col;
	#ifdef USE_DEBUGGING
		printf(" (Fft.%d ## %%:%f)",render->id);
	#endif

	unsigned long samples_left=0;
	while((samples_left=wav_samples_left(effect_input_file)))
	{
		unsigned int sample = read_wav_stereo_sample(effect_input_file);
		short high = sample >> 16;
		short low = sample & 0xFFFF;
		//add sample to fft buffer
		effect_fft_in[effect_fft_samples_used][0] = (double)high * effect_fft_hamming_buffer[effect_fft_samples_used];///(double)32768;//* windowHanning(step++, N);
  		effect_fft_in[effect_fft_samples_used++][1] = 0.0f;
		//enough samples gathered?
		if(effect_fft_samples_used==effect_fft_samples)
  		{
  			printf("Computing fft, still %d samples left\n",samples_left);
			//compute fft
    		effect_fft_plan = fftw_plan_dft_1d(effect_fft_samples, effect_fft_in, effect_fft_out, FFTW_FORWARD, FFTW_ESTIMATE);
    		fftw_execute(effect_fft_plan);
    		fftw_destroy_plan(effect_fft_plan);
    		effect_fft_samples_used = 0;
 		    double tmp_magnitude = sqrt(effect_fft_out[0][0]*effect_fft_out[0][0] + effect_fft_out[0][1]*effect_fft_out[0][1]);
		    tmp_magnitude = 10./log(10.) * log(tmp_magnitude + 1e-6);
    		printf("new fft mag db:%f\n",tmp_magnitude);
    		double sum = 0.0f;
    		for(int i=0;i<effect_fft_samples/2;i++)
    		{
	 		    double tmp_bin_magnitude = sqrt(effect_fft_out[i][0]*effect_fft_out[i][0] + effect_fft_out[i][1]*effect_fft_out[i][1]);
			    tmp_bin_magnitude = 10./log(10.) * log(tmp_bin_magnitude + 1e-6);
			    sum += tmp_bin_magnitude;
    		}
    		printf("sum:%f\n",sum/(effect_fft_samples/2));
    		magnitude = (float)tmp_magnitude - 50.0f;
    		break;
  		}
	}
	if(!samples_left)
	{
		#ifdef USE_DEBUGGING
			printf("no samples left to analyze, closing input file\n");
		#endif
		close_wav(effect_input_file);
		effect_input_file = NULL;
		return(0);
	}


	//set color to avg magnitude ,transformed to 0.0-1.0 space	

	//calculate hue from magnitude
	rgb_from_hue(magnitude/96,0.3f,0.0f,&col);

	for(x=0;x<22;x++)
		for(y=0;y<6;y++)
		{
			rgb_mix_into(&render->output_frame->rows[y].column[x],&render->input_frame->rows[y].column[x],&col,render->opacity);//*render->opacity  //&render->second_input_frame->rows[y].column[x]
			render->output_frame->update_mask |= 1<<y;
		}
	daemon_set_parameter_float(daemon_effect_get_parameter_by_index(render->effect,1),magnitude);	
	return(1);
}
Exemplo n.º 5
0
int main(int argc, char*argv[]) {
    // ████████ INITS 1 ████████
#ifndef COMMON_INITS1
    cfg.init("bedlab.cfg");
    ui2::init_ui();
    Vec2i windowsize;
    Vec2i screen_resolution = { int(VideoMode::getDesktopMode().width), int(VideoMode::getDesktopMode().height) };
    if (cfg.getvar<int>("auto_winsize")) {
        auto window_scale = cfg.getvar<Vec2>("window_scale");
        windowsize = Vec2i(scal(Vec2(screen_resolution), window_scale));
    }
    else {
        windowsize = cfg.getvar<Vec2i>("windowsize");
    }
    winsize = Vec2(windowsize);
    //UI.init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE
    ui2::init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE

    wincenter = 0.5f*Vec2(windowsize);
    Vec2i windowpos;
    VideoMode::getDesktopMode().height;
    if (cfg.getvar<int>("stick_left")) {
        windowpos = Vec2i(
            screen_resolution.x - windowsize.x - 10,
            screen_resolution.y - windowsize.y - 40
        );
    }
    else
        windowpos = (Vec2i(5, 25));

    sf::RenderWindow window(sf::VideoMode(windowsize.x, windowsize.y),
        "bedlab!", 7
        //,sf::ContextSettings(0, 0, 1)
    );
    window.setFramerateLimit(cfg.getvar<int>("fps_max"));
    frame_duration = 1.0f / cfg.getvar<int>("fps_max");

    window.setPosition(windowpos);

    vector<string> keys;
    auto choice = cfg.getstr("app");
    // show_keys(cfg.getstr("app"), keys);
#endif
// ████████ INITS2 ████████
#ifndef COMMON_INITS2

// we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
// Texture cursor_tx;
// if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
//     cout << "did not load cursor" << endl;
// Sprite cursor;
// cursor.setTexture(cursor_tx);
// cursor.setOrigin(3, 3);

    CircleShape cursor = mkcircle({ 0,0 }, Color::Transparent, 3, 1);
    Color background = cfg.getvar<Color>("background");
    window.setMouseCursorVisible(false);
    Vec2 mpos;
    bool leftclicked = false, rightclicked = false;

    // view and zoom
    View view, ui_view;
    ui_view = view = window.getDefaultView();
    float zoomlevel = 1;
    Vec2 mpos_abs;
    float frame_duration = 1.0f / cfg.getvar<int>("fps_max");
#endif // COMMON_INITS2
    // ████████ APP ACTUAL ████████
    {
        auto testarea = Vec2(winsize.y, winsize.y);
        auto offset = Vec2(-.5f*testarea);
        offset = { 0,0 };
        int many = 4;
        float cellsize = 0.5*testarea.x / many;
        map<Vec2i, RectangleShape> zone_rects;
    for (int i = 0; i < many + 1; ++i) {
        for (int j = 0; j < many + 1; ++j)
        {
            auto c = rgb_from_hue((float((i + j) % many)) / many);
            c.a = 128;
            auto r = mkrect2(
                Vec2(i*cellsize, j*cellsize)
                //+ offset
                ,
                Vec2(1, 1)*(cellsize - 10),
                Color::Transparent,
                5,
                false
            );
            r.setOutlineColor(c);
            //auto r_p = new RectangleShape();
            //*r_p = r;
            //grid[Vec2i(i, j)].insert(r_p);
            zone_rects[Vec2i(i, j)] = r;
            lf.logw(strfy(
                (float((i + j) % many)) / many) + " " + strfy(c)
            );
        }
    }
    }

    set<Vec2i> surround = {
        Vec2i(-1, -1) ,
        Vec2i(0, -1)  ,
        Vec2i(1, -1)  ,
        Vec2i(1, 0)   ,
        Vec2i(1, 1)   ,
        Vec2i(0, 1)   ,
        Vec2i(-1, 1)  ,
        Vec2i(-1, 0),
        Vec2i(0, 0)
    },
    active_chunks;
    float cell_size = 30;
    RectangleShape view_center = mkrect2({ 0,0 }, { 10,10 }, Color::Transparent, 1);
    RectangleShape world_center = mkrect2({ 0,0 }, { 6,6 }, Color::Red);
    //Vec2i reference_chunk = { 2,2 };
    Vec2i reference_chunk = {0,0};
    map<Vec2i, RectangleShape> chunks;
    
    for (int i = -5; i <= 5; ++i) {
        for (int j = -5; j <= 5; ++j) {
            chunks[Vec2i(i, j)] = mkrect2(cell_size*Vec2(i, j), { cell_size,cell_size }, Color::Transparent, 1);
        }
    }
    auto recenter_world = [&](Vec2i shift) {
        msgm("shifting", shift);
        world_center.move(Vec2(shift)*cell_size);
        for (auto&a : chunks) {
            a.second.move(Vec2(shift)*cell_size);
        }
        view.move(Vec2(shift)*cell_size);
        //world_center.setPosition(view.getCenter());
        world_center.move(-Vec2(shift)*cell_size);
        //for (auto&a : chunks) {
        //    a.second.setPosition(cell_size*Vec2(shift));
        //}

        for (auto&a : active_chunks) {
            chunks[a].setFillColor(Color::Transparent);
        }
        
        active_chunks.clear();
        // activate chunk surrounding the reference
        for (auto&a : surround) { 
            auto index = reference_chunk + a;
            active_chunks.insert(index);
            //chunks[index].setPosition(cell_size*Vec2(index));
            chunks[index].setFillColor(Color(255,0,0,128));
        }
    };
    recenter_world({ 0,0 });
    auto recenter_check = [&]() {
        view_center.setPosition(view.getCenter());
        //auto shift = Vec2i(2.f*view.getCenter() / (1.2f*cellsize));
        auto shift = -Vec2i(0.8f * view.getCenter() / cell_size);
        show(view.getCenter());
        //if (view.getCenter().x > cell_size*1.2f) reference_chunk.x -= 1;
        //if (view.getCenter().y > cell_size*1.2f) reference_chunk.y -= 1;
        //if (view.getCenter().x < -cell_size*1.2f) reference_chunk.x += 1;
        //if (view.getCenter().y < -cell_size*1.2f) reference_chunk.y += 1;

        //msg("recenter triggered!");
        //reposition_chunks();
        //reference_chunk = Vec2i();
        if (shift != Vec2i{0, 0}) recenter_world(shift);
        reference_chunk -= shift;
    };
    // ████████ callbacks ████████
    bool panning = false;
    Vec2 previous_mouse_pos;
    view.setCenter({ 0,0 });
    //view.sets
#ifndef LOOP_LAMBDAS
    draw = [&]() {
        window.setView(view);
        //////////////// OBJECTS THAT CAN ZOOMED ////////////////
        window.draw(glob_vert_single);
        for (auto&a : glob_pts)window.draw(a);
        for (auto&a : glob_rects)window.draw(a);
        for (auto&a : glob_vert)window.draw(a);
        for (auto&a : glob_texts)window.draw(a);
        //////////////// OBJECTS THAT CAN ZOOMED ////////////////
        //for (auto&a : zone_rects) window.draw(a.second);
        for (auto&a : chunks) window.draw(a.second);

        window.draw(view_center);
        window.draw(world_center);

        // UI draw, AFTER ui view and BEFORE other draw
        window.setView(ui_view);
        //////////////// OBJECTS THAT CANNOT ZOOMED, MEANING UI ////////////////
        //br.drawwithtext(window);
        ui2::draw(window);
        //UI.draw(window);
        window.draw(cursor);
    };
    update = [&]() {
        recenter_check();
    };
    treatkeyevent = [&](Keyboard::Key k) {
        switch (k)
        {
        case Keyboard::E:
            break;
        case Keyboard::I:

            break;
        case Keyboard::Q:
            break;
        case Keyboard::BackSpace:
            glob_pts.clear();
            glob_texts.clear();
            glob_rects.clear();
            glob_vert.clear();
            break;

        case Keyboard::Space:
            break;

        case Keyboard::S:
            screenshot(window);
            break;
        case Keyboard::Num1:
        case Keyboard::Num2:
        case Keyboard::Num3:
        case Keyboard::Num4:
        case Keyboard::Num5:
            break;
        }
    };
    mousemoved = [&](Vec2 pos) {
        cursor.setPosition(pos);
        if (leftclicked);
        if (panning) {
            view.move((previous_mouse_pos - pos));
        }
        previous_mouse_pos = pos;
    };
    mouseclick = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = true;
        if (button == Mouse::Button::Right) rightclicked = true;
        if (button == Mouse::Button::Left) {
        };
        panning = leftclicked;

    };
    mouserelease = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = false;
        if (button == Mouse::Button::Right) rightclicked = false;
        if (button == Mouse::Button::Left) {
        }
        panning = leftclicked;

    };
    loop = [&]() {
        while (window.isOpen())
        {
            sf::Event event;
            while (window.pollEvent(event))
            {
                switch (event.type)
                {
                case sf::Event::KeyPressed:
                    if (event.key.code == sf::Keyboard::Escape)
                        window.close();
                    treatkeyevent(event.key.code);
                    break;
                case sf::Event::Closed:
                    window.close();
                    break;
                case sf::Event::MouseButtonPressed:
                    mouseclick(event.mouseButton.button);
                    break;
                case sf::Event::MouseButtonReleased:
                    mouserelease(event.mouseButton.button);
                    break;
                case sf::Event::MouseMoved:
                    mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
                    mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);
                    mousemoved(mpos);
                    break;
                default:
                    treatotherevent(event);
                    break;
                }
            }

            window.clear(background);
            update();
            draw();
            window.display();
        }
    };
    treatotherevent = [&](Event&e) {
        if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
        {
            mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

            //view = window.getView();
            if (e.mouseWheel.delta < 0)
            {
                zoomlevel *= 2.f;
                view.setSize(view.getSize()*2.f);
                view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
            }
            if (e.mouseWheel.delta > 0)
            {
                zoomlevel *= 0.5;
                view.setSize(view.getSize()*.5f);
                view.setCenter(.5f*(view.getCenter() + mpos_abs));
                //view.setCenter(.5f*(view.getCenter() + mpos_abs));
            }
            window.setView(view);
        }
    };
#endif // LOOP_LAMBDAS

    loop();
}
Exemplo n.º 6
0
static void mode_colors(od_color *colors, int nmodes) {
    int i;
    for (i = 0; i < nmodes; i++) {
        rgb_from_hue(colors[i], HUE_MAX*i/nmodes);
    }
}