LightScene::LightScene(vector<Particle*>* people, vector<Particle*>* hands) : IScene(people, hands) { const ofVec2f fogVerts[] = { ofVec2f(0.f, 0.f), ofVec2f(ofGetWidth(), 0.f), ofVec2f(ofGetWidth(), ofGetHeight()), ofVec2f(0.0f, ofGetHeight()) }; pPeople = people; pHandPositions = hands; //load all images m_hexImgBorder.loadImage("LightScene/hex-02.png"); m_hexImgInner.loadImage("LightScene/hex-03.png"); m_lightImg.loadImage("LightScene/light.png"); m_fogImg.loadImage("LightScene/fog.png"); m_lights = vector<Light>(); for(int i = 0; i < ofGetWidth(); i += m_lightImg.width){ Light l = Light(); l.isOn = false; l.x = i; m_lights.push_back(l); } //create an image that holds is the length of the amount of lights. set pixel to white if light is on m_lightsOnTexture.allocate(m_lights.size(), 1, GL_LUMINANCE); m_lightsOnTexture.clear(); m_lightsOnTexture.readToPixels(m_lightsOnPixels); //setting up shader for fog m_fogShader = ofShader(); m_fogShader.load("LightScene/fog"); m_fogVbo = ofVbo(); m_fogVbo.setVertexData( &fogVerts[0], 4, GL_STATIC_DRAW); m_fogVbo.setTexCoordData(&s_fogTexCoords[0], 4, GL_STATIC_DRAW); m_fogInt = 0; }
//-------------------------------------------------------------- ofVboMesh::ofVboMesh(){ vbo = ofVbo(); meshElement = NULL; drawType = GL_STATIC_DRAW_ARB; bUseIndices = true; }