Пример #1
0
void BloomingNeonApp::update()
{
	mTransform.setToIdentity();
	mTransform.rotate( Vec3f::xAxis(), sinf( (float) getElapsedSeconds() * 3.0f ) * 0.08f );
	mTransform.rotate( Vec3f::yAxis(), (float) getElapsedSeconds() * 0.1f );
	mTransform.rotate( Vec3f::zAxis(), sinf( (float) getElapsedSeconds() * 4.3f ) * 0.09f );
}
void BubbleChamberApp::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() );

	mRoomShader.bind();
	mRoomShader.uniform( "mvpMatrix", mActiveCam.mMvpMatrix );
	mRoomShader.uniform( "mMatrix", m );
	mRoomShader.uniform( "eyePos", mActiveCam.mCam.getEyePoint() );
	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 );
}
Пример #3
0
	btSoftBody*	SoftBody::createSoftMesh( btSoftBodyWorldInfo &info, const TriMesh &mesh, const Vec3f &scale, 
		const Vec3f &position, const Quatf &rotation )
	{
		Matrix44f transform;
		transform.setToIdentity();
		transform.translate( position );
		transform.rotate( rotation.v );
		transform.translate( position * -1.0f );
		transform.translate( position );

		btScalar* positions	= new btScalar[ mesh.getNumVertices() * 3 ];
		size_t i = 0;
		for ( vector<Vec3f>::const_iterator iter = mesh.getVertices().begin(); iter != mesh.getVertices().end(); ++iter, i += 3 ) {
			Vec3f position = transform.transformPoint( *iter );
			positions[ i + 0 ] = position.x;
			positions[ i + 1 ] = position.y;
			positions[ i + 2 ] = position.z;
		}
		
		int* indices		= new int[ mesh.getIndices().size() ];
		i = 0;
		for ( vector<size_t>::const_iterator iter = mesh.getIndices().begin(); iter != mesh.getIndices().end(); ++iter, ++i ) {
			indices[ i ] = (int)*iter;
		}
		
 		btSoftBody* body = btSoftBodyHelpers::CreateFromTriMesh( info, positions, indices, mesh.getNumTriangles() );
		//body->scale( toBulletVector3( scale ) );

		delete [] indices;
		delete [] positions;

		return body;
	}
Пример #4
0
void BloomingNeonApp::setup()
{
	// setup our scene Fbo
	mFboScene = gl::Fbo(512, 512);

	// setup our blur Fbo's, smaller ones will generate a bigger blur
	mFboBlur1 = gl::Fbo(512/8, 512/8);
	mFboBlur2 = gl::Fbo(512/8, 512/8);

	// load and compile the shaders
	try { 
		mShaderBlur = gl::GlslProg( loadAsset("blur_vert.glsl"), loadAsset("blur_frag.glsl")); 
		mShaderPhong = gl::GlslProg( loadAsset("phong_vert.glsl"), loadAsset("phong_frag.glsl")); 
	} 
	catch( const std::exception &e ) { 
		console() << e.what() << endl; 
		quit();
	}

	// setup the stuff to render our ducky
	mTransform.setToIdentity();

	gl::Texture::Format format;
	format.enableMipmapping(true);

	mTexture = gl::Texture( loadImage( loadAsset("ducky.png") ), format );

	mMesh.read( loadAsset("ducky.msh") );

	mCamera.setEyePoint( Vec3f(2.5f, 5.0f, 5.0f) );
	mCamera.setCenterOfInterestPoint( Vec3f(0.0f, 2.0f, 0.0f) );
	mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );
}
Пример #5
0
void ShadedSphereApp::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() );
	
	//	mLightsTex.bind( 0 );
	mRoomShader.bind();
	mRoomShader.uniform( "mvpMatrix", mSpringCam.mMvpMatrix );
	mRoomShader.uniform( "mMatrix", m );
	mRoomShader.uniform( "eyePos", mSpringCam.getEye() );
	mRoomShader.uniform( "roomDims", mRoom.getDims() );
	mRoomShader.uniform( "mainPower", mRoom.getPower() );
	mRoomShader.uniform( "lightPower", mRoom.getLightPower() );
	mRoom.draw();
	mRoomShader.unbind();
	
	mRoomFbo.unbindFramebuffer();
	glDisable( GL_CULL_FACE );
}
Пример #6
0
void FBOBasicApp::setup()
{
	gl::Fbo::Format format;
//	format.setSamples( 4 ); // uncomment this to enable 4x antialiasing
	mFbo = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );

	gl::enableDepthRead();
	gl::enableDepthWrite();	

	mTorusRotation.setToIdentity();
}
Пример #7
0
void FBOMultipleTargetsApp::setup()
{
	gl::Fbo::Format format;
	format.setSamples( 4 ); // uncomment this to enable 4x antialiasing
	format.enableColorBuffer( true, 2 ); // create an FBO with two color attachments
	mFbo = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );

	mShaderMultipleOuts = gl::GlslProg( loadResource( RES_SHADER_VERT ), loadResource( RES_SHADER_FRAG ) );

	gl::enableDepthRead();
	gl::enableDepthWrite();	

	mTorusRotation.setToIdentity();
}
Пример #8
0
void MeshViewApp::setup()
{
	loadConfig("configs/gaztank.ini");

	setupCamera();

	// Create lights
	m_light1 = new gl::Light(gl::Light::DIRECTIONAL, 0);
	m_light1->setDirection(Vec3f(0, 0, 1).normalized());
	m_light1->setAmbient(Color(0.0f, 0.0f, 0.1f));
	m_light1->setDiffuse(Color(0.9f, 0.6f, 0.3f));
	m_light1->setSpecular(Color(0.9f, 0.6f, 0.3f));

	m_light2 = new gl::Light(gl::Light::DIRECTIONAL, 1);
	m_light2->setDirection(Vec3f(0, 0, -1).normalized());
	m_light2->setAmbient(Color(0.0f, 0.0f, 0.0f));
	m_light2->setDiffuse(Color(0.2f, 0.6f, 1.0f));
	m_light2->setSpecular(Color(0.2f, 0.2f, 0.2f));

	// Setup matrix
	m_matrix.setToIdentity();
	m_matrix.translate(Vec3f::zero());
	m_matrix.rotate(Vec3f::zero());
	m_matrix.scale(Vec3f::one());

	m_rotateMesh = false;

	// Create a parameter window
	m_params = params::InterfaceGl::create(getWindow(), "Properties", Vec2i(180, 240));
	m_params->addText("LMB + drag - rotate");
	m_params->addText("RMB + drag - zoom");
	m_params->addSeparator();
	m_params->addButton("Full screen", [&] { setFullScreen(!isFullScreen()); });
	m_params->addParam("Auto rotate", &m_rotateMesh);
	m_params->addSeparator();
	m_params->addParam("Diffuse", &m_diffuseEnabled);
	m_params->addParam("Normal", &m_normalEnabled);
	m_params->addParam("Specular", &m_specularEnabled);
	m_params->addParam("AO", &m_aoEnabled);
	m_params->addParam("Emissive", &m_emissiveEnabled);
	m_params->addSeparator();
	m_params->addParam("Gamma", &m_gamma, "min=0.0 max=10.0 step=0.1");

	m_time = (float)getElapsedSeconds();
}
Пример #9
0
void Diver::debugDrawIndices(const CameraOrtho &camera){
    static const float fontScale = 0.005f;
    
    Vec3f v;
    Vec3f w;
    Vec3f u;
    
    camera.getBillboardVectors(&w, &u);
    v = w.cross(u);
    
    const static Vec2f zero;
    const gl::TextureFontRef& sharedTextureFont = SharedTextureFont::Get();
    float fontDescent = sharedTextureFont->getDescent();
    
    Matrix44f mat;
    Matrix44f rot = Matrix44f::createRotationOnb(u,w,v);
    rot*= Matrix44f::createRotation(Vec3f::zAxis(), M_PI_2);
    rot*= Matrix44f::createScale(Vec3f(fontScale,fontScale,fontScale));
    
    gl::enableAlphaTest();
    gl::enableAlphaBlending();

    glColor3f(1,1,1);
    int i = -1;
    while(++i < mPoints.size()){
        mat.setToIdentity();
        mat *= Matrix44f::createTranslation(mPoints[i]);
        mat *= rot;
        
        string stringTexCoord = toString(mTexcoords[i]);
        Vec2f  stringSize = sharedTextureFont->measureString(stringTexCoord);
        
        glPushMatrix();
        glMultMatrixf(&mat[0]);
        glColor4f(0,0,0,0.75f);
        gl::drawSolidRect(Rectf(0,fontDescent,stringSize.x, stringSize.y * -1+fontDescent));
        glColor3f(1,1,1);
        sharedTextureFont->drawString(stringTexCoord, zero);
        glPopMatrix();
    }
    
    gl::disableAlphaBlending();
    gl::disableAlphaTest();
}
Пример #10
0
void BloomingNeonApp::setup()
{
	gl::Fbo::Format fmt;
	fmt.setSamples(8);
	fmt.setCoverageSamples(8);

	// setup our scene Fbo
	mFboScene = gl::Fbo(SCENE_SIZE, SCENE_SIZE, fmt);

	// setup our blur Fbo's, smaller ones will generate a bigger blur
	mFboBlur1 = gl::Fbo(BLUR_SIZE, BLUR_SIZE);
	mFboBlur2 = gl::Fbo(BLUR_SIZE, BLUR_SIZE);

	// load and compile the shaders
	try { 
		mShaderBlur = gl::GlslProg( loadAsset("blur_vert.glsl"), loadAsset("blur_frag.glsl")); 
		mShaderPhong = gl::GlslProg( loadAsset("phong_vert.glsl"), loadAsset("phong_frag.glsl")); 
	} 
	catch( const std::exception &e ) { 
		console() << e.what() << endl; 
		quit();
	}

	// setup the stuff to render our ducky
	mTransform.setToIdentity();	

	// model and textures generously provided by AngryFly: 
	//   http://www.turbosquid.com/3d-models/free-3ds-mode-space/588767
	mMesh.read( loadAsset("space_frigate.msh") );

	mTextureIllumination = gl::Texture( loadImage( loadAsset("space_frigate_illumination.jpg") ) );
	mTextureColor = gl::Texture( loadImage( loadAsset("space_frigate_color.jpg") ) );
	mTextureSpecular = gl::Texture( loadImage( loadAsset("space_frigate_specular.jpg") ) );

	//
	mCamera.setEyePoint( Vec3f(0.0f, 8.0f, 25.0f) );
	mCamera.setCenterOfInterestPoint( Vec3f(0.0f, -1.0f, 0.0f) );
	mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );
}
Пример #11
0
	btSoftBody*	SoftBody::createSoftHull( btSoftBodyWorldInfo &info, const TriMesh &mesh, const Vec3f &scale, 
		const Vec3f &position, const Quatf &rotation )
	{
		Matrix44f transform;
		transform.setToIdentity();
		transform.translate( position );
		transform.rotate( rotation.v );
		transform.translate( position * -1.0f );
		transform.translate( position );

		btVector3* positions = new btVector3[ mesh.getNumVertices() ];
		size_t i = 0;
		for ( vector<Vec3f>::const_iterator iter = mesh.getVertices().begin(); iter != mesh.getVertices().end(); ++iter, ++i ) {
			positions[ i ] = toBulletVector3( *iter );
		}

		btSoftBody* body = btSoftBodyHelpers::CreateFromConvexHull( info, positions, mesh.getNumIndices(), false );
		body->transform( toBulletTransform( transform ) );
		body->scale( toBulletVector3( scale ) );

		delete [] positions;

		return body;
	}
Пример #12
0
	btSoftBody* SoftBody::createSoftCloth( btSoftBodyWorldInfo &info, const Vec2f &size, const Vec2i &resolution, 
		int32_t corners, const Vec3f &position, const Quatf &rotation )
	{
		Matrix44f transform;
		transform.setToIdentity();
		transform.translate( position );
		transform.rotate( rotation.v );
		transform.translate( position * -1.0f );
		transform.translate( position );

		float h = size.y * 0.5f;
		float w = size.x * 0.5f;
		btSoftBody* body = btSoftBodyHelpers::CreatePatch(
			info,
			toBulletVector3( transform.transformPoint( Vec3f( -w, 0.0f, -h ) ) ), 
			toBulletVector3( transform.transformPoint( Vec3f(  w, 0.0f, -h ) ) ), 
			toBulletVector3( transform.transformPoint( Vec3f( -w, 0.0f,  h ) ) ), 
			toBulletVector3( transform.transformPoint( Vec3f(  w, 0.0f,  h ) ) ),
			resolution.x, resolution.y, 
			corners, true
			);

		return body;
	}
Пример #13
0
void BloomingNeonApp::update()
{
	mTransform.setToIdentity();
	mTransform.rotate( Vec3f::yAxis(), (float) getElapsedSeconds() * 0.2f );
}
Пример #14
0
TriMesh MeshHelper::createCube( const Vec3i &resolution )
{
	vector<uint32_t> indices;
	vector<Vec3f> normals;
	vector<Vec3f> positions;
	vector<Vec2f> texCoords;

	ci::TriMesh front	= createSquare( Vec2i( resolution.x, resolution.y ) );
	ci::TriMesh left	= createSquare( Vec2i( resolution.z, resolution.y ) );
	ci::TriMesh top		= createSquare( Vec2i( resolution.x, resolution.z ) );
	
	Vec3f normal;
	Vec3f offset;
	Matrix44f transform;

	// Back
	normal = Vec3f( 0.0f, 0.0f, -1.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = front.getVertices().begin(); iter != front.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = front.getTexCoords().begin(); iter != front.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	// Bottom
	normal = Vec3f( 0.0f, -1.0f, 0.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	transform.rotate( Vec3f( -(float)M_PI * 0.5f, 0.0f, 0.0f ) );
	transform.translate( offset * -1.0f );
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = top.getVertices().begin(); iter != top.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = top.getTexCoords().begin(); iter != top.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	normal = Vec3f( 0.0f, 0.0f, 1.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = front.getVertices().begin(); iter != front.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = front.getTexCoords().begin(); iter != front.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	normal = Vec3f( -1.0f, 0.0f, 0.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	transform.rotate( Vec3f( 0.0f, -(float)M_PI * 0.5f, 0.0f ) );
	transform.translate( offset * -1.0f );
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = left.getVertices().begin(); iter != left.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = left.getTexCoords().begin(); iter != left.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	// Right
	normal = Vec3f( 1.0f, 0.0f, 0.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	transform.rotate( Vec3f( 0.0f, (float)M_PI * 0.5f, 0.0f ) );
	transform.translate( offset * -1.0f );
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = left.getVertices().begin(); iter != left.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = left.getTexCoords().begin(); iter != left.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	normal = Vec3f( 0.0f, 1.0f, 0.0f );
	offset = normal * 0.5f;
	transform.setToIdentity();
	transform.translate( offset );
	transform.rotate( Vec3f( (float)M_PI * 0.5f, 0.0f, 0.0f ) );
	transform.translate( offset * -1.0f );
	transform.translate( offset );
	for ( vector<Vec3f>::iterator iter = top.getVertices().begin(); iter != top.getVertices().end(); ++iter ) {
		positions.push_back( transform.transformPoint( *iter ) );
		normals.push_back( normal );
	}
	for ( vector<Vec2f>::iterator iter = top.getTexCoords().begin(); iter != top.getTexCoords().end(); ++iter ) {
		texCoords.push_back( *iter );
	}

	for ( uint32_t i = 0; i < positions.size(); ++i ) {
		indices.push_back( i );
	}

	TriMesh mesh = MeshHelper::create( indices, positions, normals, texCoords );

	indices.clear();
	normals.clear();
	positions.clear();
	texCoords.clear();

	return mesh;
}
Пример #15
0
void TextTestApp::setup()
{
	hideBackground = false;
	activeUserPresent = false;
	// SET UP BLUR STUFF
	// setup our scene Fbo
	mFboScene = gl::Fbo( getWindowWidth(), getWindowHeight() );

	// setup our blur Fbo's, smaller ones will generate a bigger blur
	mFboBlur1 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);
	mFboBlur2 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);

	
	OutlineParams::getInstance()->init();

	// load and compile the shaders
	try { 
		mShaderBlur = gl::GlslProg( 
			loadFile("../shaders/blur_vert.glsl"),
			loadFile("../shaders/blur_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile blur shader" << endl;
		quit();
	}

	try { 
		mShaderPhong = gl::GlslProg( 
			loadFile("../shaders/phong_vert.glsl"),
			loadFile("../shaders/phong_frag.glsl")); 
	} catch(...) {
		console() << "Can't load/compile phong shader" << endl;
		quit();
	}


	mTransform.setToIdentity();

	gestureTracker = GestureTracker::getInstance();

	gl::Texture::Format format;
	format.enableMipmapping(true);

	mCamera.setEyePoint( Vec3f(2.5f, 5.0f, 5.0f) );
	mCamera.setCenterOfInterestPoint( Vec3f(0.0f, 2.0f, 0.0f) );
	mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );

	for (int i=0; i<40; i++)
	{
		CinderClip cinderClip = CinderClip();
		cinderClip.x = -200;
		cinderClip.y = -200;
		repelClips.push_back(cinderClip);

		////
	//	TweenParticle userParticle = TweenParticle(cinderClip.x, cinderClip.y,10,true);
		//userParticles.push_back(userParticle);
	}

	mbackground.setup();
	mbackground.setRepelClips( repelClips ); // I KNOW THEY ON SCREEN

	//load store config
	cinder::XmlTree configXml(ci::app::loadAsset( "shopconfig.xml" ) );
	ShopConfig::getInstance()->parseConfig(configXml);

	ci::gl::Texture bubbleManWaveTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_WAVE));

	mBubbleManWave = new SpriteSheet();
	mBubbleManWave->init(bubbleManWaveTexture, "./spritesheetdata/bubbleman_wave.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);

	ci::gl::Texture bubbleManRunTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_RUN));
	mBubbleManRun = new SpriteSheet();
	mBubbleManRun->init(bubbleManRunTexture, "./spritesheetdata/bubbleman_run.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);
	
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManRun,TextureGlobals::SPRITE_BUBBLEMAN_RUN);
	TextureGlobals::getInstance()->setSpriteSheet(mBubbleManWave,TextureGlobals::SPRITE_BUBBLEMAN_WAVE);

	gl::Texture particleTexture0 = loadImage(loadAsset( "ParticleFullON.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture0,0);

	gl::Texture particleTexture1 = loadImage(loadAsset( "ParticlePatial01.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture1,1);

	gl::Texture particleTexture2 = loadImage(loadAsset( "ParticlePatial02.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture2,2);

	gl::Texture particleTexture3 = loadImage(loadAsset( "ParticlePatial03.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture3,3);

	gl::Texture particleTexture4 = loadImage(loadAsset( "ParticlePatial04.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture4,4);

	gl::Texture particleTexture5 = loadImage(loadAsset( "ParticlePatial05.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture5,5);

	gl::Texture particleTexture6 = loadImage(loadAsset( "background-particle.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,6);

	gl::Texture particleTexture7 = loadImage(loadAsset( "ParticleFullONYellow.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(particleTexture6,7);


	
	gl::Texture terms1Texture = loadImage(loadAsset( "terms1.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms1Texture,8);

	
	gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	TextureGlobals::getInstance()->setParticleTexture(terms2Texture,9);

	//gl::Texture terms2Texture = loadImage(loadAsset( "terms2.png" ) ); 
	//TextureGlobals::getInstance()->setParticleTexture(particleTexture6,9);

	myFont = FontRenderer();

	fgParticles.setup( 100 );
	fgParticles.setRepelClips(repelClips);

	// TO VIEW ACTIVE SCENE
	//currentScene = new ActiveScene1();
	//currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this, ::_1 ));
	//currentScene->setup( myFont, iconFactory, fgParticles );

	currentScene = new PassiveScene1();
	currentScene->getSignal()->connect( boost::bind(&TextTestApp::onPassiveSceneComplete, this ));
	currentScene->setup( myFont, iconFactory, fgParticles, mbackground.gridLayer1 );

	iconFactory.init();
	
	bgAnimationTimer = Timer();
	significantInteractionTimer = Timer();	
	setupSkeletonTracker();
}