void TutorialApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); gl::enableDepthRead(); gl::enableDepthWrite(); // DRAW PARTICLES mParticleController.draw(); // DRAW ZONE DIAGRAM gl::disableDepthRead(); gl::disableDepthWrite(); gl::setMatricesWindow( getWindowSize() ); gl::pushModelView(); gl::translate( Vec3f( 117.0f, getWindowHeight() - 117.0f, 0.0f ) ); gl::color( ColorA( 1.0f, 0.25f, 0.25f, 1.0f ) ); gl::drawSolidCircle( Vec2f::zero(), mZoneRadius ); gl::color( ColorA( 0.25f, 0.25f, 1.0f, 1.0f ) ); gl::drawSolidCircle( Vec2f::zero(), mThresh * mZoneRadius ); gl::color( ColorA( 1.0f, 1.0f, 1.0f, 0.25f ) ); gl::drawStrokedCircle( Vec2f::zero(), 100.0f ); gl::popModelView(); // DRAW PARAMS WINDOW params::InterfaceGl::draw(); }
void Box2DTestApp::draw() { gl::clear( Color( 0, 0, 0 ) ); gl::enableAlphaBlending(); particleController.draw(); }
void TutorialApp::draw() { if(isFirst) { gl::clear( Color( 0, 0, 0 ), true ); isFirst = false; } gl::enableAlphaBlending(); if( mDrawImage ){ mTexture.enableAndBind(); gl::draw( mTexture, getWindowBounds() ); } // if( mDrawParticles ){ glDisable( GL_TEXTURE_2D ); mParticleController.draw(); // } if( mDrawImage ){ mOverlay.enableAndBind(); gl::draw( mOverlay, getWindowBounds() ); } // if( mSaveFrames ){ // writeImage( getHomeDirectory() / ( "image_" + toString( getElapsedFrames() ) + ".png" ), copyWindowSurface() ); // } }
void JtChapterOneApp::draw() { //float gray = sin( getElapsedSeconds() ) * 0.5f + 0.5f; //gl::clear( Color( gray, gray, gray ), true); myPController.draw(); }
void HellCinderApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); glDisable( GL_TEXTURE_2D ); //gl::draw( texture, getWindowBounds() ); particleController.draw(); }
void Day57App::draw() { gl::clear(Color(0, 0, 0), true); gl::enableDepthRead(); gl::enableDepthWrite(); gl::color(ColorA(1.0f, 1.0f, 1.0f, 1.0f)); mParticleController.draw(); // mParticleController.drawConnections(); }
void TutorialApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); mImage.enableAndBind(); gl::draw( mImage, getWindowBounds() ); glDisable( GL_TEXTURE_2D ); glColor3f( 1, 1, 1 ); mParticleController.draw(); }
void VideoPanApp::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); gl::setMatricesWindow(getWindowSize(), true); gl::rotate(90); mParticleController.draw(); params::InterfaceGl::draw(); }
void FlockingApp::draw() { gl::clear( Color( 0, 0, 0.01f ), true ); gl::enableDepthRead(); gl::enableDepthWrite(); // DRAW PARTICLES glColor4f( ColorA( 1.0f, 1.0f, 1.0f, 1.0f ) ); mParticleController.draw(); // DRAW PARAMS WINDOW mParams->draw(); }
void TutorialApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); if( mDrawImage ){ mTexture.enableAndBind(); gl::draw( mTexture, getWindowBounds() ); } if( mDrawParticles ){ glDisable( GL_TEXTURE_2D ); mParticleController.draw(); } }
void FlockingApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); gl::enableDepthRead(); gl::enableDepthWrite(); gl::color( ColorA( 1.0f, 1.0f, 1.0f, 1.0f ) ); mParticleController.draw(); if( mSaveFrames ){ writeImage( getHomeDirectory() / "flocking" / ("image_" + toString( getElapsedFrames() ) + ".png"), copyWindowSurface() ); } // DRAW PARAMS WINDOW params::InterfaceGl::draw(); }
void chapter3App::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0 ) ); if(mDrawImage) { mColorTexture.enableAndBind(); gl::draw( mColorTexture, getWindowBounds()); } if ( mDrawParticles ) { glDisable(GL_TEXTURE_2D); mParticleController.draw(); } }
void syphonImpApp::renderSceneToFbo() { // this will restore the old framebuffer binding when we leave this function // on non-OpenGL ES platforms, you can just call mFbo.unbindFramebuffer() at the end of the function // but this will restore the "screen" FBO on OpenGL ES, and does the right thing on both platforms gl::SaveFramebufferBinding bindingSaver; // bind the framebuffer - now everything we draw will go there myFbo.bindFramebuffer(); gl::setViewport(myFbo.getBounds() ); gl::setMatricesWindow( myFbo.getSize(), false ); // clear out the FBO with blue gl::clear(); mParticleController.update(); mParticleController.draw(); }
void TutorialApp::draw() { gl::clear( Color( 0, 0, 0 ), true ); if( mDrawImage ){ mTexture.enableAndBind(); gl::draw( mTexture, getWindowBounds() ); } if( mDrawParticles ){ glDisable( GL_TEXTURE_2D ); mParticleController.draw(); } if( mSaveFrames ){ writeImage( getHomeDirectory() + "image_" + toString( getElapsedFrames() ) + ".png", copyWindowSurface() ); } }
void matrixP::draw() { gl::clear(); if(mRenderParticles) mParticleController.draw(); }
// Draw void PixarDemo2012::draw() { gl::clear( ColorA(0.0f,0.0f,0.0f,1.0f) ); //render Gradient FBO if(!drawMindField && !drawCloth) { renderGradientFBO(); } gl::setViewport( getWindowBounds() ); gl::setMatricesWindow( getWindowSize(), true ); gl::clear( ColorA(0.0f,0.0f,0.0f,1.0f) ); // draw FBO bg gl::color(1.0f,1.0f,1.0f); gl::draw( mGradientFBO.getTexture(0), Rectf( 0, 0, getWindowWidth(), getWindowHeight()) ); if ( drawTitle ) { if ( mTime > 10.0f ) drawTitle = false; theTitle.Render(); } // FFT stuff generateWaveforms(); if ( drawMindField ) { theMindField.Render(); drawFader(); return; } if ( drawCubes ) { gl::popMatrices(); gl::setMatrices( theCubes.cubesCamera ); theCubes.Render(); } if ( drawCloth ) { theCloth.Render(); drawFader(); return; } // Balls if ( !drawCubes ) { gl::setMatricesWindow( getWindowSize(), true ); if (makeBall > 0.075f) mParticleController.addParticles(1,makeBall*100.0f,mTime); mParticleController.draw(); } if ( drawFPS ) { string mString; mString = str(boost::format("FRAMERATE: %f") % getAverageFps() ); gl::drawString( mString, Vec2f( 10.0f, 10.0f ), Color::white(), mFont ); } drawFader(); }
//------------------------------------------------------------ //-- //------------------------------------------------------------ void cdr_Snow::draw() { // clear out the window with black gl::clear( Color( 0, 0, 0.2f ) ); myParticles.draw(); }