示例#1
0
void BrainbowApp::scene2(){
    //    cout << "x: " << scaledX << endl;
    //    cout << "y: " << scaledY << endl;
    //    cout << "z: " << scaledZ << endl;
    
    if (!newLight){
        mCloud.clear();
        mLight->setAmbient( Color( 0.0f, 0.0f, 0.0f ) );
        mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) );
        mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) );
        mLight->setShadowParams( 60.0f, 0.5f, 8.0f );
        newLight = true;
        cubeTimer.start();
    }
    
    if (scaledZ < 350 && targets.size() < 5 && cubeTimer.getSeconds() > 2){
        addTarget(Vec3f (scaledX, scaledY, scaledZ));
        cubeTimer = 0;
        cubeTimer.start();
    }
    
    if (cubes.size() >= 45){
        if ( !newCloud){
            mCloud = SphereCloud(0, 500);
            newCloud = true;
        }
        if (newCloud && mCloud.getNumber() < 300 && gongTimer.getSeconds() > .5){
            gongTimer = 0;
            gongTimer.start();
            mCloud.addSphere();
            mAudio.playTraz("bubble");
        }
    }
}
示例#2
0
void ShadowMapSample::setup()
{
	glPolygonOffset( 1.0f, 1.0f );
	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );

	mPaused = false;
	mLookThroughCamera = true;
	mDrawDepthMap = false;
	
	mCamera = new CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f );
	mCamera->lookAt( vec3( 5, 5, 5 ), vec3( 0, 0, 0 ) );
	mCamera->setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 100.0f );
	
	mLight = new gl::Light( gl::Light::POINT, 0 );
	mLight->lookAt( vec3( 1, 5, 1 ), vec3( 0, 0, 0 ) );
	mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) );
	mLight->setDiffuse( Color( 0.5f, 0.5f, 0.5f ) );
	mLight->setSpecular( Color( 0.5f, 0.5f, 0.5f ) );
	mLight->setShadowParams( 60.0f, 0.5f, 8.0f );
	mLight->update( *mCamera );
	mLight->enable();

	gl::Material torusMaterial;
	torusMaterial.setSpecular( BLUE );
	torusMaterial.setDiffuse( BLUE );
	torusMaterial.setAmbient( Color( 0.1f, 0.1f, 0.1f ) );
	torusMaterial.setShininess( 25.0f );

	gl::Material backboardMaterial;
	backboardMaterial.setAmbient( RED );
	backboardMaterial.setDiffuse( RED );	
	backboardMaterial.setShininess( 1.0f );

	initShadowMap();

	mTorus = gl::DisplayList( GL_COMPILE );
	mTorus.newList();
		gl::drawTorus( 1.0f, 0.3f, 32, 64 );
	mTorus.endList();
	mTorus.setMaterial( torusMaterial );
	
	mBackboard = gl::DisplayList( GL_COMPILE );
	mBackboard.newList();
		gl::drawCube( vec3( 0.0f, -2.5f, 0.0f ), vec3( 5.0f, 0.1f, 5.0f ) );
	mBackboard.endList();
	mBackboard.setMaterial( backboardMaterial );

	mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) );
	mShader.bind();
	mShader.uniform( "depthTexture", 0 );
}
示例#3
0
void BrainbowApp::setup()
{
    // LOAD AUDIO
    mAudio = AudioCont();
    mAudio.setUp();
    
    // START SCENE 1
    sceneOne = true;
    sceneTwo = false;
    
    // Set up OpenGL
    
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();
    
    gongTimer.start();
    ballTimer.start();
    
    // LIGHTING
    //here
    glPolygonOffset( 1.0f, 1.0f );
	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );
    
    
    mLight = new gl::Light( gl::Light::POINT, 0 );
	mLight->lookAt( Vec3f( 1, 5, 1 ), Vec3f (getWindowWidth(), getWindowHeight() * 0.5f, 0.0f ));
    mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) );
	mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setShadowParams( 60.0f, 0.5f, 8.0f );
    //	mLight->update( *mCamera );
	mLight->enable();
    
    
    //LOAD SHAPES
    colorSat = 1.0f;
    
	sphereMaterial.setSpecular( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) );
	sphereMaterial.setDiffuse( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) );
	sphereMaterial.setAmbient( ColorA(colorSat-0.3f, colorSat, colorSat, .05f ) );
	sphereMaterial.setShininess( 1.0f );
    
    sphereMaterial.setEmission(ColorA(1, 1, 1, 1 ));
    gl::Material cylMaterial;
    cylMaterial.setSpecular( ColorA(0, 1.0f, 1.0f, .2f ));
	cylMaterial.setDiffuse( ColorA(0, 1.0f, 1.0f, .2f ) );
	cylMaterial.setAmbient( ColorA(0, 1.0f, 1.0f, .2f ) );
	cylMaterial.setShininess( 600.0f );
    cylMaterial.setEmission(ColorA(1, 1, 1, 1 ));
    
    gl::Material curMaterial;
    curMaterial.setSpecular( ColorA(1, .5, 0, .5f ));
	curMaterial.setDiffuse( ColorA(1, .5, 0, .5f ) );
	curMaterial.setAmbient( ColorA(1, 1.0f, 1.0f, .05f ) );
	curMaterial.setShininess( 600.0f );
    curMaterial.setEmission(ColorA(1, 1, 1, 1 ));
    
    
	discMaterial.setSpecular( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) );
	discMaterial.setDiffuse( ColorA(colorSat-0.3f, colorSat, colorSat, .4f ) );
	discMaterial.setAmbient( ColorA(colorSat-0.3f, colorSat, colorSat, .05f ) );
	discMaterial.setShininess( 600.0f );
    discMaterial.setEmission(ColorA(1, 1, 1, 1 ));
    
    initShadowMap();
    
    mCloud = SphereCloud(0, 70);
    
    mDiamond = gl::DisplayList( GL_COMPILE );
    mDiamond.newList();
    gl::drawSphere(Vec3f(0, 0, 0), 300, 4);
    mDiamond.endList();
    mDiamond.setMaterial( sphereMaterial );
    
    mCyl = gl::DisplayList( GL_COMPILE );
    mCyl.newList();
    //    gl::drawCylinder(200, 200, 200);
    gl::drawColorCube(Vec3f(0, 0, 0), Vec3f(300, 300, 300));
    mCyl.endList();
    mCyl.setMaterial(cylMaterial);
    
    mCur = gl::DisplayList( GL_COMPILE );
    mCur.newList();
    gl::drawSphere(Vec3f(0, 0, 0), 5);
    mCur.endList();
    mCur.setMaterial(curMaterial);
    
    mDisc = gl::DisplayList( GL_COMPILE );
    mDisc.newList();
    gl::drawSolidCircle(Vec2f(0, 0), 60, 6);
    mDisc.endList();
    mDisc.setMaterial( discMaterial );
	
	// START LEAP
	mLeap 		= LeapSdk::Device::create();
	mCallbackId = mLeap->addCallback( &BrainbowApp::onFrame, this );
    
    
    mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) );
	mShader.bind();
	mShader.uniform( "depthTexture", 0 );
}
示例#4
0
void PopGameApp::setup()
{
    
   
    
    speed2 =3.5;
    setWindowSize(1920,1080);
    //setWindowSize(1080/2,1920/2);
    setWindowPos(0, 0);
	mCamera = new CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f );
	mCamera->lookAt( Vec3f( 0, -300, -400 ), Vec3f( 0, 0, 50 ) );
	mCamera->setPerspective( 80.0f, getWindowAspectRatio(),200.0f, 4000.0f );

    
    mLight = new gl::Light( gl::Light::POINT, 0 );
  
	mLight->lookAt( Vec3f(1000,-1000, -2000 ), Vec3f( 0, 1000, 0 ) );
    mLight->setShadowParams(60.0f,2000.f, 3500.0f );
	mLight->update( *mCamera );
	mLight->enable();
    

    
  
    mShader = gl::GlslProg( loadAsset("shadowMap_vert.glsl"),loadAsset("shadowMap_frag.glsl") );
    
	mShader.bind();
	mShader.uniform( "depthTexture", 1 );
    mShader.uniform( "difTexture", 0 );
    mShader.unbind();
    
     initShadowMap();
    
   
   
    groundHolder.setup();
    stage.addChild(&groundHolder);
    
    enemyHandler.setup();
    stage.addChild(&enemyHandler);
    BulletHandler::getInstance()->enemyHandler =&enemyHandler;
   
    
    
    
    plane =new Hero();
    plane->load("plane.png","planeh.png");
    plane->setAlign(neuro::ALIGN_CENTER);
    
    plane->z = 0;
   
   
    
 
    
     stage.addChild(plane);
    prevTime = cinder::app::getElapsedSeconds();
    
    BulletHandler::getInstance()->stage =&stage;
    
    
    logo =new Image();
    logo->load("logo.png");
  // logo->rotationX =-3.1415;
    logo->setAlign(neuro::ALIGN_BOTTOM_LEFT);
    logo->x =0;
    logo->y =1080*2;
    //logo->scaleX =logo->scaleY =logo->scaleZ =4;
    stage2D.scaleX=stage2D.scaleY =0.5;
    stage2D.addChild(logo);
    
}
/* 
 * @Description: setup function ( more aesthetic as could be in constructor here )
 * @param: none
 * @return: none
 */
void Base_ThreeD_ProjectApp::setup()
{
	RENDER_MODE = 3;
	
	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );
	glEnable(GL_RESCALE_NORMAL); //important if things are being scaled as OpenGL also scales normals ( for proper lighting they need to be normalized )
	
	mParams = params::InterfaceGl( "3D_Scene_Base", Vec2i( 225, 125 ) );
	mParams.addParam( "Framerate", &mCurrFramerate, "", true );
	mParams.addParam( "Eye Distance", &mCameraDistance, "min=-100.0 max=-5.0 step=1.0 keyIncr== keyDecr=-");
	mParams.addParam( "Lighting On", &mLightingOn, "key=l");
	mParams.addParam( "Show/Hide Params", &mShowParams, "key=x");
	mParams.addSeparator();
    
	
	mCurrFramerate = 0.0f;
	mLightingOn = true;
	mViewFromLight = false;
	mShowParams = true;
	
	//create camera
	mCameraDistance = CAM_POSITION_INIT.z;
	mEye		= Vec3f(CAM_POSITION_INIT.x, CAM_POSITION_INIT.y, CAM_POSITION_INIT.z);
	mCenter		= Vec3f::zero();
	mUp			= Vec3f::yAxis();
	
	mCam = new CameraPersp( getWindowWidth(), getWindowHeight(), 180.0f );
	mCam->lookAt(mEye, mCenter, mUp);
	mCam->setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 50.0f );
	gl::setMatrices( *mCam );
	
	//create light
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->lookAt( Vec3f(LIGHT_POSITION_INIT.x, LIGHT_POSITION_INIT.y * -1, LIGHT_POSITION_INIT.z), Vec3f( 0, 0, 0 ) );
	mLight->setAmbient( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setShadowParams( 100.0f, 1.0f, 20.0f );
	mLight->update( *mCam );
	mLight->enable();
	
	//create light ref
	mLightRef = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLightRef->lookAt( LIGHT_POSITION_INIT, Vec3f( 0, 0, 0 ) );
	mLightRef->setShadowParams( 100.0f, 1.0f, 20.0f );
	
	//DEBUG Test objects
	ci::ColorA pink( CM_RGB, 0.84f, 0.49f, 0.50f, 1.0f );
	ci::ColorA green( CM_RGB, 0.39f, 0.78f, 0.64f, 1.0f );
	ci::ColorA blue( CM_RGB, 0.32f, 0.59f, 0.81f, 1.0f );
	ci::ColorA orange( CM_RGB, 0.77f, 0.35f, 0.35f, 1.0f );
	
	gl::Material torusMaterial;
	torusMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) );
	torusMaterial.setDiffuse( pink );
	torusMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	torusMaterial.setShininess( 25.0f );
	
	gl::Material boardMaterial;
	boardMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) );
	boardMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	boardMaterial.setDiffuse( green );	
	boardMaterial.setShininess( 0.0f );
	
	gl::Material boxMaterial;
	boxMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) );
	boxMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	boxMaterial.setDiffuse( blue );	
	boxMaterial.setShininess( 0.0f );
	
	gl::Material sphereMaterial;
	sphereMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) );
	sphereMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	sphereMaterial.setDiffuse( orange ) ;	
	sphereMaterial.setShininess( 35.0f );	
	
    //using DisplayLists for simplicity but highly recommend to use VBO's for serious work ( as DisplayLists will be deprecated soon ... and speed difference in now negligible )
	mTorus = gl::DisplayList( GL_COMPILE );
	mTorus.newList();
	gl::drawTorus( 1.0f, 0.3f, 32, 64 );
	mTorus.endList();
	mTorus.setMaterial( torusMaterial );
	
	mBoard = gl::DisplayList( GL_COMPILE );
	mBoard.newList();
	gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 10.0f, 0.1f, 10.0f ) );
	mBoard.endList();
	mBoard.setMaterial( boardMaterial );
	
	mBox = gl::DisplayList( GL_COMPILE );
	mBox.newList();
	gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 1.0f, 1.0f, 1.0f ) );
	mBox.endList();
	mBox.setMaterial( boxMaterial );
	
	mSphere = gl::DisplayList( GL_COMPILE );
	mSphere.newList();
	gl::drawSphere( Vec3f::zero(), 0.8f, 30 );
	mSphere.endList();
	mSphere.setMaterial( sphereMaterial );
	
    //noise texture required for SSAO calculations
	mRandomNoise = gl::Texture( loadImage( loadResource( NOISE_SAMPLER ) ) );
	
	initFBOs();
	initShaders();
}