Пример #1
0
	static void filler(uint8_t * c, double normx, double normy) {
		int frame = vcr.frame();

		c[0] = normx * frame * 255.;
		c[1] = normy * frame * 255.;
		c[2] = rng.uniform() * 255.;
	}
Пример #2
0
	static void audioCB(AudioIOData& io){
		MyApp * self = (MyApp *)io.user();
		while(io()){
			self->phase += 0.001;
			float s0 = rng.uniformS() * sin(self->phase);
			float s1 = sin(self->phase * 100.);
			io.out(0) = s0;
			io.out(1) = s1;
		}
	}
Пример #3
0
	MyApp () :
	    audioScene(BLOCK_SIZE),
	    spatializer(speakerLayout)
	{
		initWindow();

		addSphere(graphics().mesh());
		graphics().mesh().generateNormals();
		for (int i = 0; i < 50; ++i) {
			source[i].freq(150 + random.uniform(-1, 1));
			audioScene.addSource(source[i]);
		}
		for (int i = 0; i < 50; ++i) {
			source[i + 50].freq(700 + random.uniform(-2, 2));
			audioScene.addSource(source[i + 50]);
		}
		for (int i = 0; i < 50; ++i) {
			source[i + 50].freq(1800 + random.uniform(-3, 3));
			audioScene.addSource(source[i + 100]);
		}
		gam::sampleRate(44100);
		audioIO().device(0);
		initAudio(44100, BLOCK_SIZE);
		listener = audioScene.createListener(&spatializer);
		listener->compile();

		for (int i = 0; i < 150; ++i) {
			double ft1 = data[i * 4];
			double ft2 = data[(i * 4)+ 1];
			double ft3 = data[(i * 4)+ 2];
			double ft4 = data[(i * 4)+ 3];
			double x = mapRange(ft1, 4.3, 7.9, -10.0, 10.0);
			double y = mapRange(ft2, 2.0, 4.4, -10.0, 10.0);
			double z = mapRange(ft3, 1.0, 6.9, -10.0, 10.0);
//			double size = mapRange(ft4, 0.1, 2.5, 0.25, 0.5);
			source[i].pos(x, y, z);
			source[i].farClip(2);
		}

		audioScene.usePerSampleProcessing(false);

	}
  virtual void onDraw(Graphics& g, const Viewpoint& v){
    if(updateScene){
      // pick new swatches

      // clear polygons and re-seed random number generator
      verts.reset();
      rng.seed(rnd::seed());
      float variedParam1, variedParam2, fixedParam1, fixedParam2;
      RGB swatch;
      float width = 1.0f / numCols / 2;
      float height = 1.0f / numRows / 2;
      float widthOffset = width / 2.0f;
      float heightOffset = height / 2.0f;
      if(MODE > 2){
	//randomly select two of the three parameters
	//these will stay constant across the whole
	//grid for modes 3 - 6
	fixedParam1 = rng.uniform();
	fixedParam2 = rng.uniform();
      }
      // Create grid
      for(int i=1; i<=numCols*2; i+=2){
	//NOTE: uniform distribution produces reliable gradients
	//      but is more likely to produce duplicates.
	//      deviating from uniform distribution produces fewer
	//      duplicate gradients but exposes holes in gamut

	if(MODE < 3){
	  //randomly select two of the three parameters
	  //these will change for each gradient for modes 3 -6
	  fixedParam1 = rng.uniform();
	  fixedParam2 = rng.uniform();
	}
	//print header for rgb values
	cout << "Column " << i/2 + 1 << ":" << endl;
	for(int j=1; j<=numRows*2; j+=2){
	  //linearly interpolate two of the three parameters
	  //(only one will be used for modes 1 - 3)
	  variedParam1 = (float)j/(numRows*2);
	  variedParam2 = (float)i/(numCols*2);

	  //choose gradient type based on current mode
	  switch(MODE){
	  case VARYING_HUE:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(variedParam1, fixedParam1, fixedParam2)):
	      RGB(HCLuv(variedParam1, fixedParam1, fixedParam2));
	    break;
	  case VARYING_CHROMA:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(fixedParam1, variedParam1, fixedParam2)):
	      RGB(HCLuv(fixedParam1, variedParam1, fixedParam2));
	    break;
	  case VARYING_LUMINANCE:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(fixedParam1, fixedParam2, variedParam1)):
	      RGB(HCLuv(fixedParam1, fixedParam2, variedParam1));
	    break;
	  case FIXED_HUE:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(fixedParam1, variedParam2, variedParam1)):
	      RGB(HCLuv(fixedParam1, variedParam2, variedParam1));
	    break;
	  case FIXED_CHROMA:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(variedParam2, fixedParam1, variedParam1)):
	      RGB(HCLuv(variedParam2, fixedParam1, variedParam1));
	    break;
	  case FIXED_LUMINANCE:
	    swatch = (TYPE == HCLAB)?RGB(HCLab(variedParam2, variedParam1, fixedParam1)):
	      RGB(HCLuv(variedParam2, variedParam1, fixedParam1));
	    break;
	  }

	  //draw rectangles
	  verts.vertex(i*width - widthOffset,          j*height - heightOffset);          //bottom left
	  verts.color(swatch);
	  verts.vertex(i*width + width - widthOffset,  j*height- heightOffset);           //bottom right
	  verts.color(swatch);
	  verts.vertex(i*width + width - widthOffset,  j*height + height - heightOffset); //top right
	  verts.color(swatch);
	  verts.vertex(i*width - widthOffset,          j*height + height - heightOffset); //top left
	  verts.color(swatch);
	  //print RGB values [0, 255] for each swatch
	  cout << "{" << (int)(swatch.r * 255) << ", " << (int)(swatch.g * 255) << ", " << (int)(swatch.b * 255) << "}" << endl;
	}
	cout << endl;
      }
      //reset flag
      updateScene = false;
      //print instructions again for convenience
      printInstructions();
    }
    // Switch to the projection matrix
    g.pushMatrix(Graphics::PROJECTION);

    // Set up 2D orthographic projection coordinates
    // The args are left, right, bottom, top
    g.loadMatrix(Matrix4f::ortho2D(0, 1, 0,1));

    // Switch to the modelview matrix
    g.pushMatrix(Graphics::MODELVIEW);
    g.loadIdentity();

    g.draw(verts);

    g.popMatrix();

    // Don't forget to restore original projection matrix
    g.popMatrix(Graphics::PROJECTION);
  }