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 cApp::setup(){ setWindowPos( 0, 0 ); float w = 1920; float h = 1080; setWindowSize( w, h ); cam = CameraPersp(w, h, 55.0f, 1, 10000 ); cam.lookAt( vec3(0,0,1200), vec3(0,0,0) ); cam.setLensShift( 0,0 ); camUi.setCamera( &cam ); fftCheck(); // dftCheck(); }
void BouncingBalls3dApp::setup() { for (int i = 0; i < NUM_BALLS; i++) { mBalls.push_back( BouncingBall::create( randVec3() * 3.f) ); } mBox = AxisAlignedBox( vec3(-25), vec3(25) ); mCamera.setPerspective(60, getWindowAspectRatio(), .1, 10000); mCamera.lookAt(vec3(0,0,30), vec3(0)); mUI.connect(getWindow()); mUI.setCamera(&mCamera); gl::enableDepthRead(); gl::enableDepthWrite(); }
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(){ 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 AudioVisualizerApp::setup() { // initialize signals signalChannelEnd = false; // make a list of valid audio file extensions and initialize audio variables const char* extensions[] = { "mp3", "wav", "ogg" }; mAudioExtensions = vector<string>( extensions, extensions + 2 ); mAudioPath = getAssetPath( "" ); mIsAudioPlaying = false; // setup camera mCamera.setPerspective( 50.0f, 1.0f, 1.0f, 10000.0f ); mCamera.lookAt( vec3( -kWidth / 4, kHeight / 2, -kWidth / 8 ), vec3( kWidth / 4, -kHeight / 8, kWidth / 4 ) ); mCameraUi.setCamera( &mCamera ); // create channels from which we can construct our textures mChannelLeft = Channel32f( kBands, kHistory ); mChannelRight = Channel32f( kBands, kHistory ); memset( mChannelLeft.getData(), 0, mChannelLeft.getRowBytes() * kHistory ); memset( mChannelRight.getData(), 0, mChannelRight.getRowBytes() * kHistory ); // create texture format (wrap the y-axis, clamp the x-axis) mTextureFormat.setWrapS( GL_CLAMP_TO_BORDER ); mTextureFormat.setWrapT( GL_REPEAT ); mTextureFormat.setMinFilter( GL_LINEAR ); mTextureFormat.setMagFilter( GL_LINEAR ); mTextureFormat.loadTopDown( true ); // compile shader try { mShader = gl::GlslProg::create( loadAsset( "shaders/spectrum.vert" ), loadAsset( "shaders/spectrum.frag" ) ); } catch( const std::exception& e ) { console() << e.what() << std::endl; quit(); return; } // create static mesh (all animation is done in the vertex shader) std::vector<vec3> positions; std::vector<Colorf> colors; std::vector<vec2> coords; std::vector<uint32_t> indices; for( size_t h = 0; h < kHeight; ++h ) { for( size_t w = 0; w < kWidth; ++w ) { // add polygon indices if( h < kHeight - 1 && w < kWidth - 1 ) { size_t offset = positions.size(); indices.emplace_back( offset ); indices.emplace_back( offset + kWidth ); indices.emplace_back( offset + kWidth + 1 ); indices.emplace_back( offset ); indices.emplace_back( offset + kWidth + 1 ); indices.emplace_back( offset + 1 ); } // add vertex positions.emplace_back( vec3( float( w ), 0, float( h ) ) ); // add texture coordinates // note: we only want to draw the lower part of the frequency bands, // so we scale the coordinates a bit const float part = 0.5f; float s = w / float( kWidth - 1 ); float t = h / float( kHeight - 1 ); coords.emplace_back( vec2( part - part * s, t ) ); // add vertex colors colors.emplace_back( Color( CM_HSV, s, 0.5f, 0.75f ) ); } } gl::VboMesh::Layout layout; layout.usage( GL_STATIC_DRAW ); layout.attrib( geom::Attrib::POSITION, 3 ); layout.attrib( geom::Attrib::COLOR, 3 ); layout.attrib( geom::Attrib::TEX_COORD_0, 2 ); mMesh = gl::VboMesh::create( positions.size(), GL_TRIANGLES, { layout }, indices.size(), GL_UNSIGNED_INT ); mMesh->bufferAttrib( geom::POSITION, positions.size() * sizeof( vec3 ), positions.data() ); mMesh->bufferAttrib( geom::COLOR, colors.size() * sizeof( vec3 ), colors.data() ); mMesh->bufferAttrib( geom::TEX_COORD_0, coords.size() * sizeof( vec2 ), coords.data() ); mMesh->bufferIndices( indices.size() * sizeof( uint32_t ), indices.data() ); // play audio using the Cinder FMOD block FMOD::System_Create( &mFMODSystem ); mFMODSystem->init( 32, FMOD_INIT_NORMAL | FMOD_INIT_ENABLE_PROFILE, NULL ); mFMODSound = nullptr; mFMODChannel = nullptr; playAudio( findAudio( mAudioPath ) ); mIsMouseDown = false; mMouseUpDelay = 30.0; mMouseUpTime = getElapsedSeconds() - mMouseUpDelay; // the texture offset has two purposes: // 1) it tells us where to upload the next spectrum data // 2) we use it to offset the texture coordinates in the shader for the scrolling effect mOffset = 0; }
void cApp::resize(){ CameraPersp & cam = const_cast<CameraPersp&>(camUi.getCamera()); cam.setAspectRatio( getWindowAspectRatio() ); camUi.setCamera( &cam ); }
void ViewportArrayApp::mouseWheel( MouseEvent event ) { int viewport = getViewportAt( mViewports, event.getPos() ); if( viewport != -1 ) mCameraUi.setCamera( &mCameras[viewport] ); mCameraUi.mouseWheel( event ); }
void ViewportArrayApp::mouseUp( MouseEvent event ) { if( currentViewport != -1 ) mCameraUi.setCamera( &mCameras[currentViewport] ); mCameraUi.mouseUp( event ); }