Exemplo n.º 1
0
void SceneRenderToTex::initScene()
{
    compileAndLinkShader();

    glEnable(GL_DEPTH_TEST);

    plane = new VBOPlane(50.0f, 50.0f, 1, 1);
    cube = new VBOCube();

    projection = mat4(1.0f);

    teapot = new VBOTeapot(14, mat4(1.0f));

    angle = 0.0;

    setupFBO();

    // One pixel white texture
    GLuint whiteTexHandle;
    GLubyte whiteTex[] = { 255, 255, 255, 255 };
    glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &whiteTexHandle);
    glBindTexture(GL_TEXTURE_2D,whiteTexHandle);
    glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,1,1,0,GL_RGBA,GL_UNSIGNED_BYTE,whiteTex);
}
Exemplo n.º 2
0
bool Blur::setup(int winW, int winH, float blurAmount, int texFetches) {
  assert(winW);
  assert(winH);
  assert(blurAmount);
  assert(texFetches);
 
  win_w = winW;
  win_h = winH;
  blur_amount = blurAmount;
  num_fetches = texFetches;
 
  glGenVertexArrays(1, &vao);
 
  if(!setupFBO()) {
    shutdown();
    return false;
  }
 
  if(!setupShader()) {
    shutdown();
    return false;
  }
 
  return true;
}
Exemplo n.º 3
0
void DepthOfField::setup(int w, int h) {
  fbo_w = w;
  fbo_h = h;
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_CULL_FACE);
  setupShaders();
  setupBuffers();
  setupFBO();
}
void MyWindow::initialize()
{
    CreateVertexBuffer();
    initShaders();
    pass1Index = mFuncs->glGetSubroutineIndex( mProgram->programId(), GL_FRAGMENT_SHADER, "pass1");
    pass2Index = mFuncs->glGetSubroutineIndex( mProgram->programId(), GL_FRAGMENT_SHADER, "pass2");
    pass3Index = mFuncs->glGetSubroutineIndex( mProgram->programId(), GL_FRAGMENT_SHADER, "pass3");

    initMatrices();
    setupFBO();

    glFrontFace(GL_CCW);
    glEnable(GL_DEPTH_TEST);
}
Exemplo n.º 5
0
Arquivo: SSAO.cpp Projeto: roxlu/jadi
void SSAO::setup(int w, int h) {
    fbo_w = w;
    fbo_h = h;
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    setupShaders();
    setupBuffers();
    setupFBO();
    loadImages();

    mm.identity();
    mm.scale(0.8f);
    mm.translate(0.0f, -50.0f, 0.0f);
}
Exemplo n.º 6
0
void TerrainFBO::setup()
{
	w =2048*2;
	h=2048*2;
	setupProgram();
	setupFBO();
	setupDrawData();

	npMaterial mat;
	mat.loadDiffuse("3DAssets/terrainNoise.png");
	textureNoise  = mat.diffuseTexture;







}
Exemplo n.º 7
0
bool YUV420PGrabber::setup(int winW, int winH, int framerate) {

  if(!winW || !winH) {
    printf("error: invalid win_w or win_h: %dx%d\n", winW, winH);
    return false;
  }

  if(!framerate) {
    printf("error: invalid fps: %d\n", framerate);
    return false;
  }

  win_w = winW;
  win_h = winH;
  uv_w = vid_w * 0.5;
  uv_h = vid_h * 0.5;
  fps = framerate;

  if(!setupSizes()) {
    printf("error: cannot setup the sizes. did you add any? make sure to call addSize()\n");
    return false;
  }

  if(!setupTextures()) {
    printf("error: cannot setup textures.\n");
    return false;
  }

#if 0
  if(!setupPBO()) {
    printf("error: cannot setup pbox.\n");
    return false;
  }
#endif

  if(!setupFBO()) {
    printf("error: cannot setup fbo.\n");
    return false;
  }

  if(!setupVAO()) {
    printf("error: cannot setup vao.\n");
    return false;
  }

  if(!setupShaders()) {
    printf("error: cannot setup shaders.\n");
    return false;
  }


  image = new unsigned char[tex_w * tex_h];
  if(!image) {
    printf("error: cannot allocate image buffer.\n");
    return false;
  }

  // set the pointers to the image
  for(std::vector<YUV420PSize>::iterator it = sizes.begin(); it != sizes.end(); ++it) {
    YUV420PSize& s = *it;
    s.planes[0] = &image[s.y_offset];
    s.planes[1] = &image[s.u_offset];
    s.planes[2] = &image[s.v_offset];
  }

  frame_delay = (1.0/fps) * 1000 * 1000 * 1000;

  return true;
}
Exemplo n.º 8
0
//--------------------------------------------------------------
void gamuzaMain::setup(){

	flagSystemLoaded	= false; // first line of gamuza setup

	//////////////////////////////////////////////
	// load settings from xml
	loadGamuzaSettings();
	// automation
    isFullscreen = false;
	if(autoPilot){
		gamuzaFullscreen();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// init general openframeworks settings
    ofSetEscapeQuitsApp(false);
	ofSetFrameRate(200);
	ofEnableSmoothing();
	ofSetLogLevel(OF_LOG_VERBOSE);
	//////////////////////////////////////////////

    //////////////////////////////////////////////
	// OSC data sending @ host_number(IP),host_port
    gamuzaSetup.lock();
    setupOSC();
    gamuzaSetup.unlock();
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// AUDIO
	if(audioActivated){
		gamuzaSetup.lock();
		setupAudio();
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

    //////////////////////////////////////////////
	// MIDI
    gamuzaSetup.lock();
    setupMidi();
    gamuzaSetup.unlock();
    //////////////////////////////////////////////

	//////////////////////////////////////////////
	// OPENNI
	if(openniActivated){
		gamuzaSetup.lock();
		sensorKinect.setupDevice(workingW,workingH,useKinectInfrared,sensorKinectLedState);
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// FBO second screen output texture
	gamuzaSetup.lock();
	setupFBO();
	gamuzaSetup.unlock();
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// ARDUINO
	if(arduinoActivated){
		gamuzaSetup.lock();
		setupArduino();
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// GUI
	// include setup of webcams & audio inputs
	gamuzaSetup.lock();
    setupSettingPanel();
	setupGui();
	gamuzaSetup.unlock();
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// SYSTEM
	currentSavedFrame   = 0;
    gaFrameCounter      = 0;
    //////////////////////////////////////////////

	//////////////////////////////////////////////
	// set log level to error only
	ofSetLogLevel(OF_LOG_ERROR);
    sendPrivateMessage(GAMUZA_CONSOLE_LOG, " ");
	//////////////////////////////////////////////

}
Exemplo n.º 9
0
//--------------------------------------------------------------
void gamuzaMain::setup(){

	flagSystemLoaded	= false; // first line of gamuza setup

	//////////////////////////////////////////////
	// load settings from xml
	loadGamuzaSettings();
	if(START_WITH_FULLSCREEN){
		isFullscreen = true;
	}else{
		isFullscreen = false;
	}
	// automation
	if(autoPilot){
		gamuzaFullscreen();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// init general openframeworks settings
	ofSetFrameRate(FPS);
	ofEnableSmoothing();
	ofSetLogLevel(OF_LOG_VERBOSE);
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// AUDIO
	if(audioActivated){
		gamuzaSetup.lock();
		setupAudio();
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// OPENNI
	if(openniActivated){
		gamuzaSetup.lock();
		sensorKinect.setupDevice(workingW,workingH,useKinectInfrared,sensorKinectLedState);
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// FBO second screen output texture
	gamuzaSetup.lock();
	setupFBO();
	gamuzaSetup.unlock();
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// OSC data sending @ host_number(IP),host_port
	if(oscActivated){
		gamuzaSetup.lock();
		setupOSC();
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// ARDUINO
	if(arduinoActivated){
		gamuzaSetup.lock();
		setupArduino();
		gamuzaSetup.unlock();
	}
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// GUI
	// include setup of webcams & audio inputs
	gamuzaSetup.lock();
	setupGui();
	gamuzaSetup.unlock();
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// SYSTEM
	currentSavedFrame = 0;
	//////////////////////////////////////////////

	//////////////////////////////////////////////
	// set log level to error only
	ofSetLogLevel(OF_LOG_ERROR);
	//////////////////////////////////////////////

}