//-------------------------------------------------------------- bool ofxOpenVR::initGL() { if (!createAllShaders()) return false; setupCameras(); if (!setupStereoRenderTargets()) return false; setupDistortion(); return true; }
void aspglLightOmni::setup( const bool setupShaderProg, const bool generateLens/* = false */ ) { if (setupShaderProg) { lightCalcProgram_.compileShadersFromFiles( "aspglShaders/aspglLightOmni/aspglLightOmni_combine_vert.glsl", "aspglShaders/aspglLightOmni/aspglLightOmni_combine_frag.glsl"); lightCalcProgram_.link(); assert(lightCalcProgram_.isLinked()); lightCalcProgram_.use(); //lightCalcProgram_.printActiveAttribs(); //lightCalcProgram_.printActiveUniforms(); glUseProgram(0); } setupCameras(); }
CTest(): spApp(core::IApplication::Create()) { spApp->addTask(core::PTask(new core::CRenderTask(2))); spApp->addTask(core::PTask(new core::CGameTask(1))); spApp->addTask(core::PTask(new core::CInputTask(0))); //инициализация рендера setupGraphics(); //инициализация ввода setupInput(); //инициализация камер setupCameras(); spApp->Run(); }
void aspglLightOmni::moveTo( glm::vec3 pos ) { camera_.moveTo(pos); setupCameras(); }
void aspglLightOmni::moveBy( glm::vec4 step ) { camera_.moveBy(step); setupCameras(); }
void ofxOpenVR::setFarClip(float farClip){ _fFarClip = farClip; setupCameras(); }
void ofxOpenVR::setNearClip(float nearClip) { _fNearClip = nearClip; setupCameras(); }