void QuaternionAccumApp::drawBall()
{
	Vec3f pos = mSpline.getPosition( mSplineValue );
	Vec3f delta = pos - mLastPos;
	// our axis of rotation is the normal to the spline at this point
	Vec3f normal = Vec3f( delta.z, 0, -delta.x );
	
	// rotation amount (in radians) is the distance we've traveled divided by the radius of the ball
	float rotation = delta.length() / BALL_RADIUS;
	if( rotation ) {
		// increment our quaternion by a new quaternion representing how much rotating we did since the last frame
		Quatf incQuat( normal, rotation );
		mQuat *= incQuat;
		mQuat.normalize();
	}
	
	gl::translate( Vec3f( 0.0f, BALL_RADIUS, 0.0f ) + pos );
	gl::scale( Vec3f( BALL_RADIUS, BALL_RADIUS, BALL_RADIUS ) );
	gl::rotate( mQuat );
	
	gl::color( Color( 1, 1, 1 ) );
	mBallTexture.enableAndBind();
	gl::drawSphere( Vec3f::zero(), 1.0f, 60 );
	mBallTexture.disable();
	
	mLastPos = pos;
}
Пример #2
0
void TextureTestApp::draw()
{
	gl::clear(Color(0.2f, 0.2f, 0.2f));

  // カメラの状態から行列を作成
  // 視点座標変換用と正規化デバイス座標変換用の2つを用意する
  gl::setMatrices(camera);

  // ライティング開始
  light->enable();

  // ローカル→ワールド変換行列を用意
  gl::scale(100.0, 100.0, 100.0);
  gl::rotate(Vec3f(rx, ry, rz));

  gl::pushModelView();
  // テクスチャを拘束
  image.bind();
  gl::translate(Vec3f(1.5f, 0, 0));
  gl::color(Color::white());
  // ポリゴンを描画
  gl::drawCube(Vec3f(0.0, 0.0, 0.0), Vec3f(2.0, 2.0, 2.0));
  //gl::drawCylinder(1, 2, 2, 12, 2);

  // 拘束を解除
  image.unbind();
  gl::popModelView();

  gl::pushModelView();
  gl::color(Color(1, 0, 0));
  gl::translate(Vec3f(-3, 0, 0));
  gl::drawCube(Vec3f(1, 0, 0), Vec3f(2.f, 2.f, 2.f));
  gl::popModelView();

}
Пример #3
0
void RDiffusionApp::setup()
{
	mReactionU = 0.25f;
	mReactionV = 0.04f;
	mReactionK = 0.047f;
	mReactionF = 0.1f;

	mMousePressed = false;
	
	// Setup the parameters
	mParams = params::InterfaceGl( "Parameters", Vec2i( 175, 100 ) );
	mParams.addParam( "Reaction u", &mReactionU, "min=0.0 max=0.4 step=0.01 keyIncr=u keyDecr=U" );
	mParams.addParam( "Reaction v", &mReactionV, "min=0.0 max=0.4 step=0.01 keyIncr=v keyDecr=V" );
	mParams.addParam( "Reaction k", &mReactionK, "min=0.0 max=1.0 step=0.001 keyIncr=k keyDecr=K" );	
	mParams.addParam( "Reaction f", &mReactionF, "min=0.0 max=1.0 step=0.001 keyIncr=f keyDecr=F" );
	
	gl::Fbo::Format format;
	format.enableDepthBuffer( false );
	
	mCurrentFBO = 0;
	mOtherFBO = 1;
	mFBOs[0] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );
	mFBOs[1] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );
	
	mShader = gl::GlslProg( loadResource( RES_PASS_THRU_VERT ), loadResource( RES_GSRD_FRAG ) );
	mTexture = gl::Texture( loadImage( loadResource( RES_STARTER_IMAGE ) ) );
	mTexture.setWrap( GL_REPEAT, GL_REPEAT );
	mTexture.setMinFilter( GL_LINEAR );
	mTexture.setMagFilter( GL_LINEAR );
	mTexture.bind( 1 );
	
	resetFBOs();
}
Пример #4
0
void MemExploreApp::draw()
{
  mTexture = gl::Texture(mDataPointer, GL_RGBA, mVolumeDim * mTilesDim, mVolumeDim * mTilesDim);
  mTexture.setWrap(GL_REPEAT, GL_REPEAT);
  mTexture.setMinFilter(GL_NEAREST);
  mTexture.setMagFilter(GL_NEAREST);
  
  float frustum[6];
  mCamera.getFrustum(&frustum[0], &frustum[1], &frustum[2], &frustum[3], &frustum[4], &frustum[5]);

  mFbo.bindFramebuffer();
  gl::setMatricesWindow(mFbo.getSize(), false);

  mProgram.bind();
  mProgram.uniform("uTexture", 0);
  mProgram.uniform("uVolumeDim", mVolumeDim);
  mProgram.uniform("uTilesDim", mTilesDim);
  mProgram.uniform("uTime", (float)getElapsedSeconds());
  mProgram.uniform("uEyePoint", mCamera.getEyePoint());
  mProgram.uniform("uXAxis", mCamera.getOrientation() * Vec3f::xAxis());
  mProgram.uniform("uYAxis", mCamera.getOrientation() * Vec3f::yAxis());
  mProgram.uniform("uViewDistance", mCamera.getAspectRatio() / abs(frustum[2] - frustum[0]) * mCamera.getNearClip());
  mProgram.uniform("uNegViewDir", -mCamera.getViewDirection().normalized());
  mProgram.uniform("uAspectRatio", mCamera.getAspectRatio());
  mTexture.enableAndBind();
  gl::drawSolidRect(mFbo.getBounds());
  mTexture.unbind();
  mProgram.unbind();
  
  mFbo.unbindFramebuffer();
  
  gl::setMatricesWindow(getWindowSize());
  gl::draw(mFbo.getTexture(), getWindowBounds());
}
Пример #5
0
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 );

}
Пример #6
0
void QuickTimeSampleApp::loadMovieFile( const fs::path& moviePath )
{
	try {
		// load up the movie, set it to loop, and begin playing
		mMovie = qtime::MovieGl( moviePath );
		mMovie.setLoop();
		mMovie.play();
		
		// create a texture for showing some info about the movie
		TextLayout infoText;
		infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
		infoText.setColor( Color::white() );
		infoText.addCenteredLine( getPathFileName( moviePath.string() ) );
		infoText.addLine( toString( mMovie.getWidth() ) + " x " + toString( mMovie.getHeight() ) + " pixels" );
		infoText.addLine( toString( mMovie.getDuration() ) + " seconds" );
		infoText.addLine( toString( mMovie.getNumFrames() ) + " frames" );
		infoText.addLine( toString( mMovie.getFramerate() ) + " fps" );
		infoText.setBorder( 4, 2 );
		mInfoTexture = gl::Texture( infoText.render( true ) );
	}
	catch( ... ) {
		console() << "Unable to load the movie." << std::endl;
		mMovie.reset();
		mInfoTexture.reset();
	}

	mFrameTexture.reset();
}
Пример #7
0
void BoidsApp::draw()
{	
	
	glEnable( GL_TEXTURE_2D );
	gl::clear( Color( 0, 0, 0 ), true );	//this clears the old images off the window.
	
	
	mParticleTexture.bind();
	flock_one.draw();
	flock_two.draw();
	mParticleTexture.unbind();
	
	//drawCapture();
	drawPolyLines();

	/*
	if( mSaveFrames ){
		writeImage( getHomeDirectory() + "flocking/image_" + toString( getElapsedFrames() ) + ".png", copyWindowSurface() );
	}
		*/
	
	

	
	// DRAW PARAMS WINDOW
	params::InterfaceGl::draw();
}
Пример #8
0
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() );
//	}
}
Пример #9
0
void BoidsApp::drawCapture(){
	if( texture){
		glPushAttrib(GL_CURRENT_BIT);
		

		
		gl::enableDepthRead( false );
		gl::enableDepthWrite( true );
		
		glDepthMask( GL_FALSE ); //IMPORTANT
		glDisable( GL_DEPTH_TEST ); //IMPORTANT
		glEnable( GL_BLEND ); //IMPORTANT
		glBlendFunc( GL_SRC_ALPHA, GL_ONE ); //IMPORTANT
		
		texture.bind();
		gl::color( ColorA( 1.0f, 1.0f, 1.0f, 0.0f ) );
		gl::color(imageColor);
		gl::pushModelView();
		gl::multModelView(imageToScreenMap);
		gl::draw(texture);
		gl::popModelView();
		texture.unbind();
		
		glPopAttrib();
		
	}
}
Пример #10
0
void FastTrailsApp::draw()
{
	// clear window
	gl::clear(); 

	// set render states
	gl::enableWireframe();
	gl::enableAlphaBlending();

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

	// enable 3D camera
	gl::pushMatrices();
	gl::setMatrices( mCamera.getCamera() );

	// draw VBO mesh using texture
	mTexture.enableAndBind();
	gl::drawRange( mVboMesh, 0, mTrail.size(), 0, mTrail.size()-1 );
	mTexture.unbind();

	// restore camera and render states
	gl::popMatrices();

	gl::disableDepthWrite();
	gl::disableDepthRead();

	gl::disableAlphaBlending();
	gl::disableWireframe();
}
Пример #11
0
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();
		
		mTexture.enableAndBind();
			mShaderPhong.bind();
			mShaderPhong.uniform("tex0", 0);
				gl::pushModelView();
				gl::multModelView( mTransform );
					gl::color( Color::white() );
					gl::draw( mMesh );
				gl::popModelView();		
			mShaderPhong.unbind();
		mTexture.unbind();

		gl::disableDepthWrite();
		gl::disableDepthRead();

	gl::popMatrices();
}
void QuickTimePlayer::loadMovieFile( const fs::path &moviePath )
{
	try {
		// load up the movie, set it to loop, and begin playing
		mMovie = qtime::MovieGl::create( moviePath );
		
		mMovie->setLoop(mMovie->getDuration()<30.0f) ;
		mMovie->play();
		
		// create a texture for showing some info about the movie
		TextLayout infoText;
		infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
		infoText.setColor( Color::white() );
		infoText.addCenteredLine( moviePath.filename().string() );
		infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
		infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
		infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
		infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
		infoText.setBorder( 4, 2 );
		mInfoTexture = gl::Texture( infoText.render( true ) );
	}
	catch (const std::exception &e) {
		console() << "Unable to load the movie:" << e.what() << std::endl;
		//mMovie->reset();
		mInfoTexture.reset();
	}

	mFrameTexture.reset();
}
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 DeferredRenderingApp::drawShadowCasters(gl::GlslProg* deferShader) const
{
	//just some test objects
    if(deferShader != NULL) {
        deferShader->uniform("useTexture", 1.0f);
        deferShader->uniform("tex0", 0);
        mEarthTex.bind(0);
    }
    
    glColor3ub(255,255,255);
    gl::drawSphere( Vec3f(-1.0, 0.0,-1.0), 1.0f, 30 );
    
    if(deferShader != NULL) {
        deferShader->uniform("useTexture", 0.0f);
        mEarthTex.unbind(0);
    }
    
	glColor3ub(0,255,0);
    gl::drawCube( Vec3f( 1.0f, 0.0f, 1.0f ), Vec3f( 2.0f, 2.0f, 2.0f ) );
    
    glColor3ub(255,0,255);
    gl::drawCube( Vec3f( 0.0f, 0.0f, 4.5f ), Vec3f( 1.0f, 2.0f, 1.0f ) );
    
    glColor3ub(255,255,0);
    gl::drawCube( Vec3f( 3.0f, 0.0f, -1.5f ), Vec3f( 1.0f, 3.0f, 1.0f ) );
    
	glColor3ub(255,0,255);
    gl::pushMatrices();
	glTranslatef(-2.0f, -0.7f, 2.0f);
	glRotated(90.0f, 1, 0, 0);
    gl::drawTorus( 1.0f, 0.3f, 32, 64 );
	gl::popMatrices();
    
}
Пример #15
0
void TerrainApp::drawTerrain()
{
	mRd.getHeightsTexture().bind( 0 );
	mRd.getNormalsTexture().bind( 1 );
	mGradientTex.bind( 2 );
	mSandNormalTex.bind( 3 );
	mTerrainShader.bind();
	mTerrainShader.uniform( "heightsTex", 0 );
	mTerrainShader.uniform( "normalsTex", 1 );
	mTerrainShader.uniform( "gradientTex", 2 );
	mTerrainShader.uniform( "sandNormalTex", 3 );
	mTerrainShader.uniform( "mvpMatrix", mSpringCam.mMvpMatrix );
	mTerrainShader.uniform( "terrainScale", mTerrainScale );
	mTerrainShader.uniform( "roomDims", mRoom.getDims() );
	mTerrainShader.uniform( "zoomMulti", mZoomMulti );//lerp( mZoomMulti, 1.0f, mRoom.getPower() ) );
	mTerrainShader.uniform( "power", mRoom.getPower() );
	mTerrainShader.uniform( "eyePos", mSpringCam.getEye() );
	mTerrainShader.uniform( "lightPos", mLightPos );
	mTerrainShader.uniform( "fogColor", mFogColor );
	mTerrainShader.uniform( "sandColor", mSandColor );
	mTerrainShader.uniform( "mousePosNorm", -( mMousePosNorm - Vec2f( 0.5f, 0.5f ) ) * getElapsedSeconds() * 2.0f );
	mTerrainShader.uniform( "spherePos", mSphere.getCenter() );
	mTerrainShader.uniform( "sphereRadius", mSphere.getRadius() );
	mTerrain.draw();
	mTerrainShader.unbind();
}
Пример #16
0
void PhotoBoothApp::touchesBegan( TouchEvent event ){

    TouchEvent::Touch touch = event.getTouches().front();
    Vec2f cameraButtonTargetPos = Vec2f(mCameraButtonPos.value());
    
    float touchX = touch.getX() / DISPLAY_SCALE;
    float touchY = touch.getY() / DISPLAY_SCALE;
    
    switch(mCurrentState) {
        case STATE_PREVIEW:
        
            // see if the camera icon has been tapped (touch coordinates are reversed for landscape mode)
            
            cameraButtonTargetPos.x += mCameraButtonTexture.getWidth() / 2.0f;
            cameraButtonTargetPos.y += mCameraButtonTexture.getHeight() / 2.0f;
            
            if( cameraButtonTargetPos.distance( Vec2f(touchX, touchY) ) < (mCameraButtonTexture.getWidth() * 2) ) {
               mCountDownStartTime = getElapsedSeconds();
               mCurrentState = STATE_COUNT_DOWN;
            }
        
        break;

        case STATE_COUNT_DOWN:
            // stub..
        break;
        
        case STATE_ACCEPT:
            
            if(touchY > 1280) { // only look for touches near the bottom of the screen.
                
                // just split the screen in half, no need to do precise hit detection for save/cancel buttons..
                if(touchX > width / 2){
                    
                    ip::flipVertical( &mCameraSurface );
                    cinder::cocoa::SafeUiImage img = cocoa::createUiImage( mCameraSurface );
                    
                    
                    // Call into objective C to do upload via cocoa
                    FileSender::sendFile(img);

                    
                    timeline().apply( &mPreviewTexturePos, Vec2f(0, -height ), 1.0f, EaseInCubic() );
                    
                }else{
                    timeline().apply( &mPreviewTexturePos, Vec2f(0, height ), 1.0f, EaseInBack() );
                }
                
                mCurrentState = STATE_PREVIEW;
                
                timeline().apply( &mDarkBgAlpha, 0.0f, 1.0f, EaseInCubic() );
                
                // Hide buttons
                timeline().apply( &mDiscardPos, Vec2f(100, height + 100 ), 1.0f, EaseInCubic() );
                timeline().apply( &mSavePos, Vec2f(width-700, height + 100 ), 1.0f, EaseInCubic() );
            }
        break;
    }
}
Пример #17
0
void shaderExternalFileExampleApp::update(){
    if( mCapture && mCapture.checkNewFrame() ) {
		mTexture = gl::Texture( mCapture.getSurface() );
        mTexture.setWrap(GL_CLAMP, GL_CLAMP);
		mTexture.setMinFilter(GL_NEAREST);
		mTexture.setMagFilter(GL_NEAREST);
	}
}
/**
 here's where the magic happens
 all calculations are done in update
 **/
void millionParticlesApp::update()
{

    mFbo[mBufferIn].bindFramebuffer();

    //set viewport to fbo size
    gl::setMatricesWindow( mFbo[0].getSize(), false ); // false to prevent vertical flipping
    gl::setViewport( mFbo[0].getBounds() );

    GLenum buffer[3] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT };
    glDrawBuffers(3,buffer);

    mFbo[mBufferOut].bindTexture(0,0);
    mFbo[mBufferOut].bindTexture(1,1);
    mFbo[mBufferOut].bindTexture(2,2);

    mVelTex.bind(3);
    mPosTex.bind(4);
    mNoiseTex.bind(5);

    mVelShader.bind();
    mVelShader.uniform("positions",0);
    mVelShader.uniform("velocities",1);
    mVelShader.uniform("information",2);
    mVelShader.uniform("oVelocities",3);
    mVelShader.uniform("oPositions",4);
    mVelShader.uniform("noiseTex",5);

    glBegin(GL_QUADS);
    glTexCoord2f( 0.0f, 0.0f);
    glVertex2f( 0.0f, 0.0f);
    glTexCoord2f( 0.0f, 1.0f);
    glVertex2f( 0.0f, PARTICLES);
    glTexCoord2f( 1.0f, 1.0f);
    glVertex2f( PARTICLES, PARTICLES);
    glTexCoord2f( 1.0f, 0.0f);
    glVertex2f( PARTICLES, 0.0f);
    glEnd();

    mVelShader.unbind();

    mFbo[mBufferOut].unbindTexture();

    mVelTex.unbind();
    mPosTex.unbind();

    mFbo[mBufferIn].unbindFramebuffer();

    mBufferIn = (mBufferIn + 1) % 2;
    mBufferOut = (mBufferIn + 1) % 2;

    //for recording
    //    if (getElapsedFrames() == 600)
    //        exit(0);

}
Пример #19
0
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();
}
Пример #20
0
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();
	}
}
Пример #21
0
void AudioObjApp::draw()
{
	gl::clear( Color( 0, 0, 0 ) );
    gl::enableAlphaBlending();
    gl::enableDepthRead();
    gl::enableDepthWrite();
    
    gl::pushMatrices();

	gl::setMatrices( mMayaCam.getCamera() );
	
	if ( mFeature && mFeatureTex )
	{
		mShader->bind();
		mFeatureTex.enableAndBind();
		mShader->uniform( "dataTex",		0 );
		mShader->uniform( "texWidth",		(float)mFeatureTex.getWidth() );
		mShader->uniform( "texHeight",		(float)mFeatureTex.getHeight() );
		mShader->uniform( "soundDataSize",  (float)mFeature->getSize() );
		mShader->uniform( "spread",         mFeatureSpread );
		mShader->uniform( "spreadOffset",   mFeatureSpreadOffset );
        mShader->uniform( "time",           (float)getElapsedSeconds() );
		mShader->uniform( "tintColor",      mObjColor );
	}
    
    if ( mRenderWireframe )
        gl::enableWireframe();
    
	gl::color( Color(1.0f, 0.0f, 0.0f ) );
    
	if ( mVbo )
	    gl::draw( mVbo );

    if ( mRenderWireframe )
        gl::disableWireframe();
    
	mShader->unbind();
	mFeatureTex.unbind();

	gl::color( Color::white() );
//	gl::drawCoordinateFrame();
  
	gl::popMatrices();
    
    gl::disableDepthRead();
    gl::disableDepthWrite();
    
	gl::setMatricesWindow( getWindowSize() );

	ciXtractReceiver::drawData( mFeature, Rectf( 15, getWindowHeight() - 150, 255, getWindowHeight() - 35 ) );
	
	gl::draw( mFeatureSurf );

    mParams->draw();
}
/**
 the draw method displays the last filled buffer
 **/
void millionParticlesApp::draw()
{
    gl::setMatricesWindow( getWindowSize() );
    gl::setViewport( getWindowBounds() );

    gl::clear( ColorA( 0.0f, 0.0f, 0.0f, 1.0f ) );

    gl::enableAlphaBlending();
    glDisable(GL_DEPTH_TEST);

    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);

    mFbo[mBufferIn].bindTexture(0,0);
    mFbo[mBufferIn].bindTexture(1,1);
    mFbo[mBufferIn].bindTexture(2,2);

    mSpriteTex.bind(3);

    //Bewegungsshader
    mPosShader.bind();
    mPosShader.uniform("posTex",0);
    mPosShader.uniform("velTex",1);
    mPosShader.uniform("infTex",2);
    mPosShader.uniform("spriteTex",3);

    mPosShader.uniform("scale",(float)PARTICLES);

    gl::color(ColorA(1.0f,1.0f,1.0f,1.0f));
    //glTranslatef(Vec3f(getWindowWidth() / 4  - PARTICLES,0.0f,0.0f));
    gl::pushMatrices();

    glScalef(getWindowHeight() / (float)PARTICLES , getWindowHeight() / (float)PARTICLES ,1.0f);

    // draw particles
    gl::draw( mVbo );

    gl::popMatrices();

    mPosShader.unbind();

    mSpriteTex.unbind();

    mFbo[mBufferIn].unbindTexture();

    //    writeImage( "/Users/hacku/Desktop/img/1m/" + toString(getElapsedFrames()) + ".tif",   copyWindowSurface() );

    //	gl::color(Color(1,1,1));
    //	gl::setMatricesWindow( getWindowSize() );

    //drawText();

    gl::disableAlphaBlending();

}
Пример #23
0
void LocationApp::draw()
{
    // Clear the screen
    gl::enableDepthRead();
    gl::enableDepthWrite();
    gl::clear( Color::gray( 0.843f ) );

    CameraPersp camera;
    camera.setPerspective( 60.0f, getWindowAspectRatio(), 0.01f, 10.0f );
    camera.lookAt( Vec3f( 0.0f, 0.0f, 3.0f ), Vec3f::zero() );
    gl::setMatrices( camera );
    mLight->update( camera );

    // Rotate the globe
    gl::multModelView( Quatf(Vec3f::yAxis(), mRotationAngle ).normalized() );

    // Draw the globe with shading. Rotate it 90 degrees on
    // its Y axis to line up the texture with the location
    gl::color( ColorAf::white() );
    gl::enable( GL_LIGHTING );
    mTexture.bind( 0 );
    gl::pushMatrices();
    gl::rotate( Vec3f( 0.0f, 90.0f, 0.0f ) );
    gl::drawSphere( Vec3f::zero(), 1.0f, 32 );
    gl::popMatrices();
    mTexture.unbind();
    gl::disable( GL_LIGHTING );

    // Draw location
    gl::color( ColorAf( 1.0f, 0.2f, 0.18f, 0.667f ) );
    gl::drawSphere( mLocation, mDotRadius, 32 );

    ////////////////////////////////////////////////////
#if defined( CINDER_COCOA_TOUCH )
    gl::setMatricesWindow( getWindowSize() );
    gl::enableDepthRead( false );
    gl::enableDepthWrite( false );

    // Plot arrow position
    float radius = 256.0f;
    float rotation = toRadians( mHeading ) - (float)M_PI * 0.5f;
    float x = math<float>::cos( rotation );
    float y = math<float>::sin( rotation );
    Vec2f position = getWindowCenter() + Vec2f( x, y ) * radius;

    gl::translate( position );
    gl::rotate( Vec3f( 0.0f, 0.0f, -mHeading ) );
    gl::translate( position * -1.0f );
    gl::translate( position );

    gl::color( Colorf( 0, 0, 1 ) );
    gl::drawSolid( mArrow );
#endif
}
Пример #24
0
void ViewAddVel::render(gl::Texture texturePos, gl::Texture textureVel) {
    shader->bind();
    shader->uniform("texturePos", 0);
    texturePos.bind(0);
    shader->uniform("textureVel", 1);
    textureVel.bind(1);
    gl::draw(mesh);
    texturePos.unbind();
    textureVel.unbind();
    shader->unbind();
}
void pinch_tap_sampleApp::draw()
{
    gl::clear(Color::black());
    
    gl::setMatricesWindowPersp(getWindowSize(), 60, 1, 2000);
    
    mRectTex.enableAndBind();
    for(vector<TouchRect*>::reverse_iterator it = mRects.rbegin(); it != mRects.rend(); ++it)
        (*it)->draw();
    mRectTex.unbind();
}
Пример #26
0
void HiKinectApp::draw3D() {
	
	gl::setMatrices( mCamUI.getCamera() );
	if (mWireframe) gl::enableWireframe();
	else gl::disableWireframe();
	
	if (mLighting) {
		glEnable( GL_LIGHTING );
		glEnable( GL_LIGHT0 );
	}
//	GLfloat light_position[] = { mMousePos.x, mMousePos.y, -275.0f, 0.0f };
	GLfloat light_position[] = { 0, 0, 1.0f, 0.0f };
	glLightfv( GL_LIGHT0, GL_POSITION, light_position );
	if( DIFFUSE ){
		ci::ColorA color( CM_RGB, 1.0f, 1.0f, 1.0f, 1.0f );
		glMaterialfv( GL_FRONT, GL_DIFFUSE,	color );
	} else {
		glMaterialfv( GL_FRONT, GL_DIFFUSE,	no_mat );
	}
	
	if( AMBIENT )
		glMaterialfv( GL_FRONT, GL_AMBIENT,	mat_ambient );
	else
		glMaterialfv( GL_FRONT, GL_AMBIENT,	no_mat );
	
	if( SPECULAR ){
		glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular );
		glMaterialfv( GL_FRONT, GL_SHININESS, mat_shininess );
	} else {
		glMaterialfv( GL_FRONT, GL_SPECULAR, no_mat );
		glMaterialfv( GL_FRONT, GL_SHININESS, no_shininess );
	}
	
	if( EMISSIVE )
		glMaterialfv( GL_FRONT, GL_EMISSION, mat_emission );
	else
		glMaterialfv( GL_FRONT, GL_EMISSION, no_mat );
	
	if (mDepthTexture)
		mDepthTexture.bind(0);
	mFbo.bindTexture(1);
	if (mColorTexture)
		mColorTexture.bind(2);
	
	mGridMesh.draw( lmap(mMousePos.x, 0.0f, (float)getWindowWidth(), 0.0f, 1.0f) );
	
	if (mLighting) {
		glDisable( GL_LIGHTING );
		glDisable( GL_LIGHT0 );
	}
	
	gl::disableWireframe();
}
Пример #27
0
ImagePtr create_image_from_texture(const gl::Texture &the_texture)
{
    ImagePtr ret;
    if(!the_texture){ return ret; }
#if !defined(KINSKI_GLES)
    ret = Image::create(the_texture.width(), the_texture.height(), 4);
    the_texture.bind();
    glGetTexImage(the_texture.target(), 0, GL_RGBA, GL_UNSIGNED_BYTE, ret->data);
    ret->flip();
#endif
    return ret;
}
Пример #28
0
void godComplexApp::draw()
{
	
	gl::enableDepthRead();
	gl::enableDepthWrite();
	gl::enableAlphaBlending();
	
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) );
	gl::setMatrices( mMayaCam.getCamera());
    
    
    
	if(drawWater == true){
		if(mWaterModule != NULL){
			gl::pushMatrices();
			mWaterModule->draw(0);
			gl::popMatrices();
		}
	}
    
    
    
	if(drawMesh == true){
		gl::pushMatrices();
		myImage.enableAndBind();
        //      gl::rotate( mArcball.getQuat() ); //NOTE: for debugging
		gl::scale(Vec3f(0.035,0.035,0.035));
		glLineWidth(0.2f);
		gl::enableWireframe();
		gl::translate(Vec3f(280.0, 0.0, -180.0));
		gl::rotate(Vec3f(-10.0, -10.0, 0.0));
		gl::draw(mVbo);
		gl::disableWireframe();
		myImage.unbind();
		gl::popMatrices();
    }
	
	
	gl::pushMatrices();
	mFlowField->draw();
	gl::popMatrices();
	
    
	
	/*
     glPushMatrix();
     glColor4f(1.0, 0.0, 0.0, 1.0);
     gl::drawSphere(Vec3f(userIncr1, userIncr2, userIncr3), 30.0, 12.0);
     glPopMatrix();
     */
}
/* 
 * @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() );
}
Пример #30
0
void ViewFilmGrain::render(gl::Texture texture) {
    shader->bind();
    shader->uniform("texture", 0);
    shader->uniform("time", _count);
    shader->uniform("width", float(getWindowWidth()));
    shader->uniform("height", float(getWindowHeight()));
    texture.bind();
    gl::draw(mesh);
    texture.unbind();
    shader->unbind();
    
    _count += .01;
}