void GeometryShaderTest::draw() { gl::clear(Color(0,0,0)); gl::color(Color(1,1,1)); shader.bind(); glLineWidth(2.0); glBegin(GL_LINES); glVertex2f(mouse.x, mouse.y); glVertex2f(mouse.x + 100, mouse.y); glEnd(); t += 0.1; glLineWidth(0.5); glBegin(GL_LINES); int numLines = 10000; for(int i=0; i<numLines; i++) { float w = getWindowWidth() / (float)numLines; float h = getWindowHeight() / (float)numLines; float x = t + i * w; float y = getWindowHeight() / 2.0; y += (i % 2 == 0) ? 100 : -100; glVertex2f(x, y); glVertex2f(x, y + 50); } glEnd(); shader.unbind(); printf("FPS %f\n", getAverageFps()); }
void PixarDemo2012::renderGradientFBO() { gl::enableAlphaBlending(); gl::SaveFramebufferBinding bindingSaver; mGradientFBO.bindFramebuffer(); gl::setViewport( mGradientFBO.getBounds() ); gl::setMatricesWindow( getWindowSize(), true ); gl::clear( ColorA(0.0f,0.0f,0.0f,1.0f) ); glDisable( GL_TEXTURE_2D ); // mGradientFBO.bindTexture(0); mGradientShader.bind(); float what = mTime; mGradientShader.uniform("mTime", what); mGradientShader.uniform("resolution", Vec2f((float)getWindowWidth(),(float)getWindowHeight())); gl::drawSolidRect( getWindowBounds() ); mGradientShader.unbind(); // mGradientFBO.unbindTexture(); gl::popMatrices(); }
void AudioVisualizerApp::draw() { gl::clear(); // use camera gl::pushMatrices(); gl::setMatrices(mCamera); { // bind shader mShader.bind(); mShader.uniform("uTexOffset", mOffset / float(kHistory)); mShader.uniform("uLeftTex", 0); mShader.uniform("uRightTex", 1); // create textures from our channels and bind them mTextureLeft = gl::Texture(mChannelLeft, mTextureFormat); mTextureRight = gl::Texture(mChannelRight, mTextureFormat); mTextureLeft.enableAndBind(); mTextureRight.bind(1); // draw mesh using additive blending gl::enableAdditiveBlending(); gl::color( Color(1, 1, 1) ); gl::draw( mMesh ); gl::disableAlphaBlending(); // unbind textures and shader mTextureRight.unbind(); mTextureLeft.unbind(); mShader.unbind(); } gl::popMatrices(); }
void RepulsionApp::drawIntoVelocityFbo() { gl::setMatricesWindow( mFboSize, false ); gl::setViewport( mFboBounds ); gl::disableAlphaBlending(); mVelocityFbos[ mThisFbo ].bindFramebuffer(); gl::clear( ColorA( 0, 0, 0, 0 ) ); mPositionFbos[ mPrevFbo ].bindTexture( 0 ); mVelocityFbos[ mPrevFbo ].bindTexture( 1 ); mVelocityShader.bind(); mVelocityShader.uniform( "position", 0 ); mVelocityShader.uniform( "velocity", 1 ); mVelocityShader.uniform( "roomBounds", mRoom.getDims() ); mVelocityShader.uniform( "w", FBO_WIDTH ); mVelocityShader.uniform( "h", FBO_HEIGHT ); mVelocityShader.uniform( "invWidth", 1.0f/(float)FBO_WIDTH ); mVelocityShader.uniform( "invHeight", 1.0f/(float)FBO_HEIGHT ); mVelocityShader.uniform( "dt", mRoom.getTimeDelta() ); mVelocityShader.uniform( "mainPower", mRoom.getPower() ); mVelocityShader.uniform( "gravity", mRoom.getGravity() ); gl::drawSolidRect( mFboBounds ); mVelocityShader.unbind(); mVelocityFbos[ mThisFbo ].unbindFramebuffer(); }
void StereoscopicRenderingApp::renderInterlacedHorizontal( const Vec2i &size ) { // bind the FBO and clear its buffer mFbo.bindFramebuffer(); gl::clear( mColorBackground ); // render the scene using the over-under technique renderOverUnder( mFbo.getSize() ); // unbind the FBO mFbo.unbindFramebuffer(); // enable the interlace shader mShaderInterlaced.bind(); mShaderInterlaced.uniform( "tex0", 0 ); mShaderInterlaced.uniform( "window_origin", Vec2f( getWindowPos() ) ); mShaderInterlaced.uniform( "window_size", Vec2f( getWindowSize() ) ); // bind the FBO texture and draw a full screen rectangle, // which conveniently is exactly what the following line does gl::draw( mFbo.getTexture(), Rectf(0, float(size.y), float(size.x), 0) ); // disable the interlace shader mShaderInterlaced.unbind(); }
void HiKinectApp::generateNormalMap() { // bind the Fbo mFbo.bindFramebuffer(); // match the viewport to the Fbo dimensions gl::setViewport( mFbo.getBounds() ); // setup an ortho projection gl::setMatricesWindow( mFbo.getWidth(), mFbo.getHeight() ); // clear the Fbo gl::clear( Color( 0, 0, 0 ) ); // bind the shader, set its variables mNormalShader.bind(); mNormalShader.uniform( "normalStrength", mNormalStrength); mNormalShader.uniform( "texelWidth", 1.0f / (float)CAPTURE_WIDTH ); if ( mDepthTexture ) { gl::pushModelView(); // gl::translate( Vec3f( 0, mDepthTexture.getHeight(), 0 ) ); // gl::scale( Vec3f( 1, -1, 1 ) ); gl::draw( mDepthTexture ); gl::popModelView(); } // unbind the shader mNormalShader.unbind(); // unbind the Fbo mFbo.unbindFramebuffer(); }
void RepulsionApp::setFboVelocities( gl::Fbo &fbo ) { Surface32f vel( fbo.getTexture() ); Surface32f::Iter it = vel.getIter(); while( it.line() ){ while( it.pixel() ){ Vec3f r = Rand::randVec3f() * 0.1f; it.r() = 0.0f;//r.x; it.g() = 0.0f;//r.y; it.b() = 0.0f;//r.z; it.a() = 0.0f; } } gl::Texture velTexture( vel ); velTexture.bind(); gl::setMatricesWindow( mFboSize, false ); gl::setViewport( mFboBounds ); fbo.bindFramebuffer(); mVelInitShader.bind(); mVelInitShader.uniform( "initTex", 0 ); gl::drawSolidRect( mFboBounds ); mVelInitShader.unbind(); fbo.unbindFramebuffer(); }
void TerrainApp::drawIntoRoomFbo() { mRoomFbo.bindFramebuffer(); gl::clear( ColorA( 0.0f, 0.0f, 0.0f, 0.0f ), true ); gl::setMatricesWindow( mRoomFbo.getSize(), false ); gl::setViewport( mRoomFbo.getBounds() ); gl::disableAlphaBlending(); gl::enable( GL_TEXTURE_2D ); glEnable( GL_CULL_FACE ); glCullFace( GL_BACK ); Matrix44f m; m.setToIdentity(); m.scale( mRoom.getDims() ); mCubeMap.bind(); mRoomShader.bind(); mRoomShader.uniform( "cubeMap", 0 ); mRoomShader.uniform( "mvpMatrix", mSpringCam.mMvpMatrix ); mRoomShader.uniform( "mMatrix", m ); mRoomShader.uniform( "eyePos", mSpringCam.mEye ); mRoomShader.uniform( "roomDims", mRoom.getDims() ); mRoomShader.uniform( "power", mRoom.getPower() ); mRoomShader.uniform( "lightPower", mRoom.getLightPower() ); mRoomShader.uniform( "timePer", mRoom.getTimePer() * 1.5f + 0.5f ); mRoom.draw(); mRoomShader.unbind(); mRoomFbo.unbindFramebuffer(); glDisable( GL_CULL_FACE ); }
void BloomingNeonApp::render() { // get the current viewport Area viewport = gl::getViewport(); // adjust the aspect ratio of the camera mCamera.setAspectRatio( viewport.getWidth() / (float) viewport.getHeight() ); // render our scene (see the Picking3D sample for more info) gl::pushMatrices(); gl::setMatrices( mCamera ); gl::enableDepthRead(); gl::enableDepthWrite(); mShaderPhong.bind(); mShaderPhong.uniform("tex_diffuse", 0); mShaderPhong.uniform("tex_specular", 1); gl::pushModelView(); gl::multModelView( mTransform ); gl::color( Color::white() ); gl::draw( mMesh ); gl::popModelView(); mShaderPhong.unbind(); gl::disableDepthWrite(); gl::disableDepthRead(); gl::popMatrices(); }
void gpuPSApp::update() { gl::setMatricesWindow( mFBO[0].getSize(), false ); // false to prevent vertical flipping gl::setViewport( mFBO[0].getBounds() ); mFBO[ mCurrentFBO ].bindFramebuffer(); GLenum buf[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT}; glDrawBuffers(2, buf); mFBO[ mOtherFBO ].bindTexture(0, 0); mFBO[ mOtherFBO ].bindTexture(1, 1); mPosShader.bind(); mPosShader.uniform( "posArray", 0 ); mPosShader.uniform( "velArray", 1 ); glBegin(GL_QUADS); glTexCoord2f( 0.0f, 0.0f); glVertex2f( 0.0f, 0.0f); glTexCoord2f( 0.0f, 1.0f); glVertex2f( 0.0f, SIDE); glTexCoord2f( 1.0f, 1.0f); glVertex2f( SIDE, SIDE); glTexCoord2f( 1.0f, 0.0f); glVertex2f( SIDE, 0.0f); glEnd(); mPosShader.unbind(); mFBO[ mOtherFBO ].unbindTexture(); mFBO[ mCurrentFBO ].unbindFramebuffer(); mCurrentFBO = ( mCurrentFBO + 1 ) % 2; mOtherFBO = ( mCurrentFBO + 1 ) % 2; }
void SmoothDisplacementMappingApp::renderDisplacementMap() { if( mDispMapShader && mDispMapFbo ) { mDispMapFbo.bindFramebuffer(); { // clear the color buffer gl::clear(); // setup viewport and matrices glPushAttrib( GL_VIEWPORT_BIT ); gl::setViewport( mDispMapFbo.getBounds() ); gl::pushMatrices(); gl::setMatricesWindow( mDispMapFbo.getSize(), false ); // render the displacement map mDispMapShader.bind(); mDispMapShader.uniform( "time", float( getElapsedSeconds() ) ); mDispMapShader.uniform( "amplitude", mAmplitude ); gl::drawSolidRect( mDispMapFbo.getBounds() ); mDispMapShader.unbind(); // clean up after ourselves gl::popMatrices(); glPopAttrib(); } mDispMapFbo.unbindFramebuffer(); } }
void StereoscopicRenderingApp::renderAnaglyph( const Vec2i &size, const ColorA &left, const ColorA &right ) { // bind the FBO and clear its buffer mFbo.bindFramebuffer(); gl::clear( mColorBackground ); // render the scene using the side-by-side technique renderSideBySide( mFbo.getSize() ); // unbind the FBO mFbo.unbindFramebuffer(); // enable the anaglyph shader mShaderAnaglyph.bind(); mShaderAnaglyph.uniform( "tex0", 0 ); mShaderAnaglyph.uniform( "clr_left", left ); mShaderAnaglyph.uniform( "clr_right", right ); // bind the FBO texture and draw a full screen rectangle, // which conveniently is exactly what the following line does gl::draw( mFbo.getTexture(), Rectf(0, float(size.y), float(size.x), 0) ); // disable the anaglyph shader mShaderAnaglyph.unbind(); }
void BasicShaderIIApp::draw() { gl::clear( Color::black() ); // Draw FPS gl::color( Color::white() ); mTextureFont->drawString( toString( floor(getAverageFps()) ) + " FPS", Vec2f( 100, getWindowHeight() - mTextureFont->getDescent() ) ); gl::pushMatrices(); gl::setMatrices( mCam ); gl::enableAlphaBlending(); // draw interface params::InterfaceGl::draw(); if( mDoSave ) { // save non-conflicting image // includes interface to record parameters saveFrame(); mDoSave = false; } mShader.bind(); mShader.uniform("lightDir", mLightDir ); gl::pushMatrices(); gl::rotate( mArcball.getQuat() ); gl::draw( mVBO ); gl::popMatrices(); mShader.unbind(); gl::popMatrices(); }
// Render the torus into the FBO void FBOMultipleTargetsApp::renderSceneToFbo() { // bind the framebuffer - now everything we draw will go there mFbo.bindFramebuffer(); // setup the viewport to match the dimensions of the FBO gl::setViewport( mFbo.getBounds() ); // setup our camera to render the torus scene CameraPersp cam( mFbo.getWidth(), mFbo.getHeight(), 60.0f ); cam.setPerspective( 60, mFbo.getAspectRatio(), 1, 1000 ); cam.lookAt( Vec3f( 2.8f, 1.8f, -2.8f ), Vec3f::zero() ); gl::setMatrices( cam ); // set the modelview matrix to reflect our current rotation gl::multModelView( mTorusRotation ); // clear out both of the attachments of the FBO with black gl::clear(); // render the torus with our multiple-output shader mShaderMultipleOuts.bind(); gl::drawTorus( 1.4f, 0.3f, 32, 64 ); mShaderMultipleOuts.unbind(); // unbind the framebuffer, so that drawing goes to the screen again mFbo.unbindFramebuffer(); }
void EarthquakeApp::draw() { glClearColor( 1.0f, 0.0f, 0.0f, 1.0f ); gl::enableAlphaBlending(); gl::enableDepthRead( true ); gl::enableDepthWrite( true ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_TEXTURE_2D ); glDisable( GL_TEXTURE_RECTANGLE_ARB ); gl::GlslProg::unbind(); glColor4f( 1, 1, 1, 1 ); mStars.enableAndBind(); gl::drawSphere( Vec3f( 0, 0, 0 ), 15000.0f, 64 ); //gl::rotate( Quatf( Vec3f::zAxis(), -0.2f ) ); //gl::rotate( Quatf( Vec3f::yAxis(), mCounter*0.1f ) ); if( mShowEarth ){ mEarthShader.bind(); mEarthShader.uniform( "texDiffuse", 0 ); mEarthShader.uniform( "texNormal", 1 ); mEarthShader.uniform( "texMask", 2 ); mEarthShader.uniform( "counter", mCounter ); mEarthShader.uniform( "lightDir", mLightDir ); mEarth.draw(); mEarthShader.unbind(); } glDisable( GL_TEXTURE_2D ); glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); if( mShowQuakes ){ mQuakeShader.bind(); mQuakeShader.uniform( "lightDir", mLightDir ); mEarth.drawQuakeVectors(); mQuakeShader.unbind(); } if( mShowText ){ gl::enableDepthWrite( false ); glEnable( GL_TEXTURE_2D ); //mEarth.drawQuakeLabelsOnBillboard( sBillboardRight, sBillboardUp ); mEarth.drawQuakeLabelsOnSphere( mPov.mEyeNormal, mPov.mDist ); glDisable( GL_TEXTURE_2D ); } if( mSaveFrames ){ //writeImage( getHomeDirectory() / "CinderScreengrabs" / "Highoutput_" + toString( mCurrentFrame ) + ".png", copyWindowSurface() ); mCurrentFrame++; } }
void HexagonMirrorApp::draw() { // clear the window gl::clear(); // activate our camera gl::pushMatrices(); gl::setMatrices( mCamera.getCamera() ); // set render states gl::enable( GL_CULL_FACE ); gl::enableDepthRead(); gl::enableDepthWrite(); gl::color( Color::white() ); if( mVboMesh && mShaderInstanced && mBuffer ) { // bind webcam image if( mWebcamTexture ) mWebcamTexture.bind(0); // bind the shader, which will do all the hard work for us mShaderInstanced.bind(); mShaderInstanced.uniform( "texture", 0 ); mShaderInstanced.uniform( "scale", Vec2f( 1.0f / (3.0f * INSTANCES_PER_ROW), 1.0f / (3.0f * INSTANCES_PER_ROW) ) ); // bind the buffer containing the model matrix for each instance, // this will allow us to pass this information as a vertex shader attribute. // See: initializeBuffer() glBindVertexArray(mVAO); // we do all positioning in the shader, and therefor we only need // a single draw call to render all instances. drawInstanced( mVboMesh, NUM_INSTANCES ); // make sure our VBO is no longer bound mVboMesh.unbindBuffers(); // unbind vertex array object containing our buffer glBindVertexArray(0); // unbind shader mShaderInstanced.unbind(); if( mWebcamTexture ) mWebcamTexture.unbind(); } // reset render states gl::disableDepthWrite(); gl::disableDepthRead(); gl::disable( GL_CULL_FACE ); // restore 2D drawing gl::popMatrices(); }
void GeometryShaderApp::draw() { // clear out the window gl::clear( Color(0.95f, 0.95f, 0.95f) ); // bind the shader and send the mesh to the GPU if(mShader && mVboMesh) { mShader.bind(); mShader.uniform( "WIN_SCALE", Vec2f( getWindowSize() ) ); // casting to Vec2f is mandatory! mShader.uniform( "MITER_LIMIT", mLimit ); mShader.uniform( "THICKNESS", mThickness ); if(mTexture) { gl::enableAlphaBlending(); gl::color( Color::white() ); mTexture.enableAndBind(); } else gl::color( Color::black() ); gl::draw( mVboMesh ); if(mTexture) { mTexture.unbind(); gl::disableAlphaBlending(); } if(mDrawWireframe) { gl::color( Color::black() ); gl::enableWireframe(); gl::draw( mVboMesh ); gl::disableWireframe(); } mShader.unbind(); } // draw all points as red circles gl::color( Color(1, 0, 0) ); std::vector<Vec2f>::const_iterator itr; for(itr=mPoints.begin();itr!=mPoints.end();++itr) gl::drawSolidCircle( *itr, mRadius ); if( ! mPoints.empty() ) gl::drawStrokedCircle( mPoints.back(), mRadius + 2.0f ); // draw help if(mHelpTexture) { gl::color( Color::white() ); gl::enableAlphaBlending(); gl::draw( mHelpTexture ); gl::disableAlphaBlending(); } }
void BasicEarthApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); mShader.bind(); gl::drawSphere(Vec3f::zero(), 50.0f); mShader.unbind(); }
/* * @Description: render SSAO now - woohoo! * @param: KeyEvent * @return: none */ void Base_ThreeD_ProjectApp::renderSSAOToFBO() { gl::setViewport( mSSAOMap.getBounds() ); //render out main scene to FBO mSSAOMap.bindFramebuffer(); glClearColor( 0.5f, 0.5f, 0.5f, 1 ); glClearDepth(1.0f); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); gl::setMatricesWindow( mSSAOMap.getSize() ); mRandomNoise.bind(1); mNormalDepthMap.getTexture().bind(2); mSSAOShader.bind(); mSSAOShader.uniform("rnm", 1 ); mSSAOShader.uniform("normalMap", 2 ); //look at shader and see you can set these through the client if you so desire. // mSSAOShader.uniform("rnm", 1 ); // mSSAOShader.uniform("normalMap", 2 ); // mSSAOShader.uniform("totStrength", 1.38f); // mSSAOShader.uniform("strength", 0.07f); // mSSAOShader.uniform("offset", 10.0f); // mSSAOShader.uniform("falloff", 0.2f); // mSSAOShader.uniform("rad", 0.8f); // mSSAOShader.uniform("rnm", 1 ); // mSSAOShader.uniform("normalMap", 2 ); // mSSAOShader.uniform("farClipDist", 20.0f); // mSSAOShader.uniform("screenSizeWidth", (float)getWindowWidth()); // mSSAOShader.uniform("screenSizeHeight", (float)getWindowHeight()); // mSSAOShader.uniform("grandom", 1 ); // mSSAOShader.uniform("gnormals", 2 ); // mSSAOShader.uniform("gdepth", 1 ); // mSSAOShader.uniform("gdiffuse", 1 ); gl::drawSolidRect( Rectf( 0, 0, getWindowWidth(), getWindowHeight()) ); mSSAOShader.unbind(); mNormalDepthMap.getTexture().unbind(2); mRandomNoise.unbind(1); mSSAOMap.unbindFramebuffer(); gl::setViewport( getWindowBounds() ); }
void ShadowMapSample::setup() { glPolygonOffset( 1.0f, 1.0f ); glEnable( GL_LIGHTING ); glEnable( GL_DEPTH_TEST ); mPaused = false; mLookThroughCamera = true; mDrawDepthMap = false; mCamera = new CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f ); mCamera->lookAt( vec3( 5, 5, 5 ), vec3( 0, 0, 0 ) ); mCamera->setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 100.0f ); mLight = new gl::Light( gl::Light::POINT, 0 ); mLight->lookAt( vec3( 1, 5, 1 ), vec3( 0, 0, 0 ) ); mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) ); mLight->setDiffuse( Color( 0.5f, 0.5f, 0.5f ) ); mLight->setSpecular( Color( 0.5f, 0.5f, 0.5f ) ); mLight->setShadowParams( 60.0f, 0.5f, 8.0f ); mLight->update( *mCamera ); mLight->enable(); gl::Material torusMaterial; torusMaterial.setSpecular( BLUE ); torusMaterial.setDiffuse( BLUE ); torusMaterial.setAmbient( Color( 0.1f, 0.1f, 0.1f ) ); torusMaterial.setShininess( 25.0f ); gl::Material backboardMaterial; backboardMaterial.setAmbient( RED ); backboardMaterial.setDiffuse( RED ); backboardMaterial.setShininess( 1.0f ); initShadowMap(); mTorus = gl::DisplayList( GL_COMPILE ); mTorus.newList(); gl::drawTorus( 1.0f, 0.3f, 32, 64 ); mTorus.endList(); mTorus.setMaterial( torusMaterial ); mBackboard = gl::DisplayList( GL_COMPILE ); mBackboard.newList(); gl::drawCube( vec3( 0.0f, -2.5f, 0.0f ), vec3( 5.0f, 0.1f, 5.0f ) ); mBackboard.endList(); mBackboard.setMaterial( backboardMaterial ); mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) ); mShader.bind(); mShader.uniform( "depthTexture", 0 ); }
void BasicEditorApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); if( mShader ){ gl::enableAlphaBlending(); mShader.bind(); gl::drawSolidRect( getWindowBounds() ); mShader.unbind(); gl::disableAlphaBlending(); } }
void EpicMonsterApp::flockToBody() { if(timer.getSeconds() > mTimerSlower) { timer.stop(); timer.start(); gl::setMatricesWindow( mPPFbo.getSize(), false ); // false to prevent vertical flipping; mPPFbo.updateBind(); mBakeShader.bind(); mBakeShader.uniform( "positions", 0 ); mBakeShader.uniform( "scale", mNormalScale ); mBakeShader.uniform( "velocities", 1 ); mBakeShader.uniform( "n", n); mBakeShader.uniform( "attractorPos", mAttractor); mBakeShader.uniform( "offset", Vec3f(mParTexOffset.x, mParTexOffset.y, mParIteration)); glDisable(GL_CULL_FACE); mAssimpLoader.draw(); mBakeShader.unbind(); mPPFbo.updateUnbind(); mPPFbo.swap(); mParIteration+= triangles; if(mParIteration > (6*n.x*n.x)) mParIteration = 0; // TODO: baketuksessa overflowaa tyylikkäästi takaisin alkuun, jos menee yli } }
void shaderExternalFileExampleApp::draw(){ gl::clear( Color::black() ); if( mTexture ) { mTexture.bind( 0 ); mShader.bind(); mShader.uniform( "texture", 0 ); mShader.uniform( "width", (float)CAM_W ); mShader.uniform( "height", (float)CAM_H ); gl::drawSolidRect( getWindowBounds() ); mShader.unbind(); mTexture.unbind(); } }
void kinectPointCloudApp::draw() { gl::clear( Color( 0.0f, 0.0f, 0.0f ), true ); gl::pushMatrices(); gl::scale( Vec3f( -1.0f, -1.0f, 1.0f ) ); gl::rotate( mSceneRotation ); mDepthTexture.bind( 0 ); mShader.bind(); mShader.uniform( "depthTex", 0 ); gl::draw( mVboMesh ); mShader.unbind(); gl::popMatrices(); params::InterfaceGl::draw(); }
void RepulsionApp::draw() { // clear out the window with black gl::clear( ColorA( 0.1f, 0.1f, 0.1f, 0.0f ), true ); gl::setMatricesWindow( getWindowSize(), false ); gl::setViewport( getWindowBounds() ); gl::disableDepthRead(); gl::disableDepthWrite(); gl::enable( GL_TEXTURE_2D ); gl::enableAlphaBlending(); gl::color( ColorA( 1.0f, 1.0f, 1.0f, 1.0f ) ); // DRAW ROOM mRoomFbo.bindTexture(); gl::drawSolidRect( getWindowBounds() ); gl::setMatrices( mSpringCam.getCam() ); // DRAW PANEL drawInfoPanel(); gl::enable( GL_TEXTURE_2D ); gl::enableDepthRead(); gl::enableDepthWrite(); // DRAW PARTICLES mPositionFbos[mThisFbo].bindTexture( 0 ); mVelocityFbos[mThisFbo].bindTexture( 1 ); mShader.bind(); mShader.uniform( "currentPosition", 0 ); mShader.uniform( "currentVelocity", 1 ); mShader.uniform( "eyePos", mSpringCam.getEye() ); mShader.uniform( "power", mRoom.getPower() ); gl::draw( mSphereVbo ); mShader.unbind(); if( mSaveFrames && mNumSavedFrames < 15000 ){ writeImage( *getHomeDirectory().c_str() + "RepulsionGPU/" + toString( mNumSavedFrames ) + ".png", copyWindowSurface() ); mNumSavedFrames ++; } mThisFbo = ( mThisFbo + 1 ) % 2; mPrevFbo = ( mThisFbo + 1 ) % 2; }
void ObjLoaderApp::setup() { ObjLoader loader( loadResource( RES_CUBE_OBJ )->createStream() ); loader.load( &mMesh ); mVBO = gl::VboMesh( mMesh ); mTexture = gl::Texture( loadImage( loadResource( RES_IMAGE ) ) ); mShader = gl::GlslProg( loadResource( RES_SHADER_VERT ), loadResource( RES_SHADER_FRAG ) ); CameraPersp initialCam; initialCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1, 10000 ); mMayaCam.setCurrentCam( initialCam ); mTexture.bind(); mShader.bind(); mShader.uniform( "tex0", 0 ); }
void PostProcessingApp::draw() { // clear window gl::clear(); // bind shader and set shader variables mShader.bind(); mShader.uniform( "tex0", 0 ); mShader.uniform( "time", (float)getElapsedSeconds() ); // draw image or video gl::color( Color::white() ); gl::draw( mImage, getWindowBounds() ); // unbind shader mShader.unbind(); }
void LEDCamApp::draw() { // clear out the window with black gl::clear( kClearColor ); if( !mTexture ) return; mFbo.bindFramebuffer(); mTexture.enableAndBind(); mShader.bind(); float aspect = kWindowHeight/kWindowWidth; cout << "Aspect: " << aspect << " \n"; mShader.uniform( "aspect", aspect ); mShader.uniform( "tex", 0 ); mShader.uniform( "bright", 3.0f ); mShader.uniform( "spacing", 3 ); mShader.uniform( "ledCount", 100.0f ); gl::drawSolidRect( getWindowBounds() ); mTexture.unbind(); mShader.unbind(); mFbo.unbindFramebuffer(); gl::Texture fboTexture = mFbo.getTexture(); fboTexture.setFlipped(); gl::draw( fboTexture ); }
void Simulacra::helix() { glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); // render a simple scene into mFboScene helixShader.bind(); gl::translate(0,0,0); helixFBO.bindFramebuffer(); helixShader.uniform("time",Vec2f(sin(rotation),1-sin(rotation*0.71))); gl::clear(ColorA(0,0,0,1)); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); gl::drawSolidRect(cinder::Rectf(0,0,getWindowWidth(),getWindowHeight())); helixFBO.unbindFramebuffer(); helixShader.unbind(); //Revert back to screen gl::color(cinder::ColorA(1,1,1,1)); applyHelixShader.bind(); finalFBO.bindTexture(0); applyHelixShader.uniform("qt_Texture0",0); helixFBO.bindTexture(1); applyHelixShader.uniform("qt_Texture1",1); gl::drawSolidRect(cinder::Rectf(0,getWindowHeight(),getWindowWidth(),0)); applyHelixShader.unbind(); helixFBO.unbindTexture(); finalFBO.unbindTexture(); gl::color(ColorA(1,1,1,1)); }
void ProjectionMappingApp::update() { this->updateBezierMesh();// update gl::setMatricesWindow(getWindowSize(), false); // 画像の表示を上向きにする mFbo.bindFramebuffer(); gl::clear(Color(0, 0, 0)); mShader.bind(); mShader.uniform("diffuseMap", 0); #if 0 mMovie.getTexture().bind(0); #else if (mEditMode == EditMode_EDIT) { if (mDispMode == DispMode_MOVIE && mHasMovie) { mMovie.getTexture().bind(0); } else { mDiffuseTex[mDispMode].bind(0); } } else if (mEditMode == EditMode_RECORD) { if (mFrame <= mDuration) { gl::Texture::Format texformat; texformat.setTargetRect(); std::string imgName = (boost::format("%s\\%s_%05d.png") % mInImageFolder % mInImageName % mFrame).str(); if (boost::filesystem::exists(boost::filesystem::path(imgName))) { mDiffuseTex[mDispMode] = gl::Texture(loadImage(imgName.c_str()), texformat); } else { mDispMode = DispMode_GUIDE; mEditMode = EditMode_EDIT; } } else { mEditMode = EditMode_EDIT; } } #endif gl::draw(mMesh); mShader.unbind(); mFbo.unbindFramebuffer(); }