void renderEye(StereoEye eye) {
        viewport(eye);
        gl::ProgramPtr distortProgram = GlUtils::getProgram(
                                            Resource::SHADERS_TEXTURED_VS,
                                            chroma ?
                                            Resource::SHADERS_RIFTCHROMAWARP_FS :
                                            Resource::SHADERS_RIFTWARP_FS);
        distortProgram->use();
        distortProgram->setUniform1i("Scene", 1);
        distortProgram->setUniform1i("OffsetMap", 0);

        glActiveTexture(GL_TEXTURE1);
        sceneTextures[eye]->bind();
        glActiveTexture(GL_TEXTURE0);
        lookupTextures[eye]->bind();

        quadGeometry->bindVertexArray();
#ifdef DISTORTION_TIMING
        query->begin();
#endif
        quadGeometry->draw();

#ifdef DISTORTION_TIMING
        query->end();
        static long accumulator = 0;
        static long count = 0;
        accumulator += query->getResult();
        count++;
        SAY("%d ns", accumulator / count);
#endif

        gl::VertexArray::unbind();
        gl::Texture2d::unbind();
        gl::Program::clear();
    }
Пример #2
0
void GlUtils::draw3dVector(glm::vec3 vec, const glm::vec3 & col) {
  Mesh m;
  m.color = Colors::gray;

  m.addVertex(glm::vec3());
  m.addVertex(glm::vec3(vec.x, 0, vec.z));

  m.addVertex(glm::vec3(vec.x, 0, vec.z));
  m.addVertex(vec);

  m.fillColors(true);
  m.color = col;
  m.addVertex(vec);
  m.addVertex(glm::vec3());

  m.fillColors();
  static gl::GeometryPtr g = m.getGeometry(GL_LINES);
  g->updateVertices(m.buildVertices());

  gl::ProgramPtr program = getProgram(
      Resource::SHADERS_COLORED_VS,
      Resource::SHADERS_COLORED_FS);
  program->use();
  renderGeometry(g, program);
  gl::Program::clear();
}
  void draw() {
    glClearColor(0, 1, 0, 1);
    glClear(GL_COLOR_BUFFER_BIT);
    GL_CHECK_ERROR;

    for (int i = 0; i < 2; ++i) {
      const EyeArg & eyeArg = eyeArgs[i];

      frameBuffer.activate();
      renderScene(eyeArg);
      frameBuffer.deactivate();

      glDisable(GL_DEPTH_TEST);
      glDisable(GL_BLEND);

      gl::viewport(eyeArg.viewportLocation, eyeSize);
      distortProgram->use();
      distortProgram->setUniform("LensOffset", eyeArg.lensOffset);
      frameBuffer.color->bind();
      quadGeometry->bindVertexArray();
      quadGeometry->draw();
      gl::Geometry::unbindVertexArray();
      gl::Program::clear();
    }
  }
Пример #4
0
void GlUtils::renderGeometry(
  const gl::GeometryPtr & geometry,
    gl::ProgramPtr program) {
  program->use();
  gl::Stacks::lights().apply(program);
  gl::Stacks::projection().apply(program);
  gl::Stacks::modelview().apply(program);
  geometry->bindVertexArray();
  geometry->draw();

  gl::VertexArray::unbind();
  gl::Program::clear();
}
Пример #5
0
 void initParticles(uint32_t num_particles)
 {
     m_geom = gl::Geometry::create();
     m_geom->setPrimitiveType(GL_POINTS);
     m_mesh = gl::Mesh::create(m_geom, m_pointMaterial);
     
     m_numParticles = num_particles;
     GLsizei numBytes = m_numParticles * sizeof(vec4);
     
     m_geom->vertices().resize(m_numParticles, vec3(0));
     m_geom->colors().resize(m_numParticles, vec4(1));
     m_geom->point_sizes().resize(m_numParticles, 9.f);
     m_geom->createGLBuffers();
     m_mesh->material()->setPointSize(2.f);
     scene().addObject(m_mesh);
     try
     {
         // shared position buffer for OpenGL / OpenCL
         m_positions = cl::BufferGL(m_context, CL_MEM_READ_WRITE, m_geom->vertexBuffer().id());
         m_colors = cl::BufferGL(m_context, CL_MEM_READ_WRITE, m_geom->colorBuffer().id());
         
         //create the OpenCL only arrays
         m_velocities = cl::Buffer( m_context, CL_MEM_WRITE_ONLY, numBytes );
         m_positionGen = cl::Buffer( m_context, CL_MEM_WRITE_ONLY, numBytes );
         m_velocityGen = cl::Buffer( m_context, CL_MEM_WRITE_ONLY, numBytes );
         
         vector<vec4> posGen, velGen;
         for (int i = 0; i < m_numParticles; i++)
         {
             posGen.push_back( vec4(glm::ballRand(20.0f), 1.f) );
             vec2 tmp = glm::linearRand(vec2(-100), vec2(100));
             float life = kinski::random(2.f, 5.f);
             float yVel = kinski::random<float>(5, 15);
             velGen.push_back(vec4(tmp.x, yVel, tmp.y, life));
             m_geom->point_sizes()[i] = kinski::random(5.f, 15.f);
         }
         m_geom->createGLBuffers();
         
         m_queue.enqueueWriteBuffer(m_velocities, CL_TRUE, 0, numBytes, &velGen[0]);
         m_queue.enqueueWriteBuffer(m_positionGen, CL_TRUE, 0, numBytes, &posGen[0]);
         m_queue.enqueueWriteBuffer(m_velocityGen, CL_TRUE, 0, numBytes, &velGen[0]);
         
         m_particleKernel.setArg(0, m_positions);
         m_particleKernel.setArg(1, m_colors);
         m_particleKernel.setArg(2, m_velocities);
         m_particleKernel.setArg(3, m_positionGen);
         m_particleKernel.setArg(4, m_velocityGen);
     }
     catch(cl::Error &error)
     {
         LOG_ERROR << error.what() << "(" << oclErrorString(error.err()) << ")";
     }
 }
Пример #6
0
void cubeRecurseDraw(gl::GeometryPtr & cubeGeometry, gl::ProgramPtr & renderProgram, int depth, float elapsed, int axisIndex) {
  if (0 == depth) {
    return;
  }

  static glm::vec3 translation(0, 0, 1.5);

  const glm::vec3 & axis = AXES[axisIndex % 3];

  float angle = elapsed * 0.2f * ((rand() % 10) - 5);

  float scale = 0.7f;
  gl::MatrixStack & mv = gl::Stacks::modelview();
  mv.with_push([&]{
    mv.rotate(angle, axis).translate(translation).scale(scale).apply(renderProgram);
    cubeGeometry->draw();
    cubeRecurseDraw(cubeGeometry, renderProgram, depth - 1, elapsed, axisIndex + 1);
  });
  mv.with_push([&]{
    mv.rotate(angle + PI, axis).translate(translation).scale(scale).apply(renderProgram);
    cubeGeometry->draw();
    cubeRecurseDraw(cubeGeometry, renderProgram, depth - 1, elapsed, axisIndex + 1);
  });
}